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"Donkey Kong 64"
o------------------------------------------------------------------------------o
| ~~FAQ/Walkthrough~~ |
| ~~Created September 12, 2007~~ |
o------------------------o---------------------------o--------------o----------o
| RATED E (FOR EVERYONE) | "By Wiej" | Version 1.76 |NINTENDO64|
o------------------------o---------------------------o--------------o----------o
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| | Table of Contents | |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o
|Ch.#| Name of Chapter/Section | Search | Description |
o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o
|(01)| Version History | VERH | A description of the FAQ updates. |
o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o
|(02)| Introduction | INTR | An introduction to this FAQ. |
o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o
|(03)| Game Basics | GBASIC | Basic information about the game. |
o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o
| 3a | Story | GSTORY | The game's story. |
| 3b | Controls | CTRL | How to control your Kongs. |
o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o
|(04)| Walkthrough |WALKTHRU| How to beat this game 100%. |
o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o
| 4a | Opening Sequence | OPENSQ | A description of the opening. |
| 4b | DK Isle | ISLE01 | Training area and opening world 1. |
| 4c | Jungle Japes | JAPES1 | The first world. |
| 4d | DK Isle | ISLE02 | Opening world 2. |
| 4e | Angry Aztec | AZTEC1 | The second world. |
| 4f | DK Isle | ISLE03 | Opening worlds 3-4. |
| 4g | Frantic Factory | FRFACT | The third world. |
| 4h | DK Isle | ISLE04 | Going back to Jungle Japes. |
| 4i | Jungle Japes | JAPES2 | Finishing Jungle Japes. |
| 4j | DK Isle | ISLE05 | Going back to Angry Aztec. |
| 4k | Angry Aztec | AZTEC2 | Finishing Angry Aztec. |
| 4l | DK Isle | ISLE06 | Going back to Angry Aztec. |
| 4m | Gloomy Galleon | GLOOMG | The fourth world. |
| 4n | DK Isle | ISLE07 | Opening world 5. |
| 4o | Fungi Forest | FUNGI1 | The fifth world. |
| 4p | DK Isle | ISLE08 | Opening worlds 6-7. |
| 4q | Crystal Caves | CRCAVE | The sixth world. |
| 4r | DK Isle | ISLE09 | Going back to Fungi Forest. |
| 4s | Fungi Forest | FUNGI2 | Finishing world 5. |
| 4t | DK Isle | ISLE10 | Going to Creepy Castle. |
| 4u | Creepy Castle | CRCAST | The seventh and last world. |
| 4v | DK Isle | ISLE11 | Opening Hideout Helm. |
| 4w | Hideout Helm | HOHELM | Deactivating the Blast-o-Matic. |
| 4x | DK Isle | ISLE12 | Returning final boss key. |
| 4y | The Flying Kroc | K.ROOL | Defeating K. Roll once and for all. |
| 4z | Ending | ENDSEQ | The game's ending sequence. |
o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o
|(05)| Appendicies | APPEND | The FAQ's closing chapters. |
o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o
| 5a | Item List |ITEMLIST| A list of items found in the game. |
| 5b | Move List |MOVELIST| A list of moves you'll learn. |
| 5c | Enemy List |ENMYLIST| A list of enemies found in the game.|
| 5d | Character List |CHRCLIST| A list of the game's characters. |
| 5e | Banana Bunch Coin Guide |COINLIST| The locations of the banana coins. |
| 5f | Mystery Mode |MYSTERYM| The Banana Fairy secrets. |
| 5g | Multiplayer Mode | MULTIM | The bonus multiplayer mode. |
| 5h | DK Bonus Mode |DKBOUNSM| The bonus games in DK Bonus Mode. |
| 5i | Secrets |GSECRETS| Secrets hidden in DK64. |
| 5j | Legal Disclaimer |LDCLAIMR| The legal info about this FAQ. |
| 5k | Contact Information |CONTACTI| READ THIS BEFORE CONTACTING ME! |
| 5l | Kredits | KREDIT | The kredits for this FAQ. |
o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| (01) | Version History | VERH |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
+--------------------+--------------+
| October 3, 2007 | Version 1.00 |
+--------------------+--------------+-------------------------------------------
| The FAQ is complete, meaning all 201 Golden Bananas, 3500
| bananas, 10 Battle Arena Crowns, and 20 Banana Fairies
| are in there. The layout is done, as well as the extra
| chapters and game basics. It took me three tries to
| finish this. My last two DK64 FAQs were wiped out because
| of a virus. And the first one made it up to Crystal Caves
| :(.
+----------------------------------------------------------
+--------------------+--------------+
| March 1, 2008 | Version 1.01 |
+--------------------+--------------+-------------------------------------------
| Fixed the section about the functions of the A button.
+----------------------------------------------------------
+--------------------+--------------+
| August 4, 2008 | Version 1.11 |
+--------------------+--------------+-------------------------------------------
| Added a major tip for Donkey's igloo Golden Banana in
| Crystal Caves. Thanks to William Hicks for this tip.
+----------------------------------------------------------
+--------------------+--------------+
| August 4, 2008 | Version 1.16 |
+--------------------+--------------+-------------------------------------------
| Fixed an error about the flies in the trash can in Creepy
| Castle. Thanks to Hunter Loftin for this tip.
+----------------------------------------------------------
+--------------------+--------------+
| October 18, 2009 | Version 1.26 |
+--------------------+--------------+-------------------------------------------
| Fixed a few minor typos and added in Tiny's 3rd Golden
| Banana in Jungle Japes, which was missing. Very bad
| mistake on my part, I apologize.
+----------------------------------------------------------
+--------------------+--------------+
| July 20, 2014 | Version 1.76 |
+--------------------+--------------+-------------------------------------------
| I ran through this game again, using my own FAQ. In the
| process, I have made a lot of improvements to the FAQ,
| including cleaning up bad paragraphing, eliminating
| unnecessary subsections, and clarifying some
| descriptions. I also optimized the route of some of
| the levels. Most of these changes were minor. Notable
| exceptions are Fungi Forest, where I basically swapped
| two enormous sections, and Crystal Caves, which I
| radically reorganized. Additionaly, most of the Game
| Basics subsections have been moved to the Appendicies
| chapter. I have also made minor corrections such as
| fixing some errors in the enemy list.
+----------------------------------------------------------
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| (02) | Introduction | INTR |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Hi, welcome to my FAQ for Donkey Kong 64. This is my seventh FAQ for GameFAQs
and my fourth Nintendo FAQ. DK64 is a long game that could take as many as 40-60
hours on your first try. So if you're not a fan of long games, get lost. That
being said, it is still a fun game with seven huge worlds. The large worlds and
their numerous collectibles can make it somewhat overwhelming, but this guide it
here to make it as easy as possible.
DK64 was made by Rareware and published by Nintendo. It is a great sequal to
Donkey Kong Country 3, though not as good as the Banjo-Kazooie games. DK64 was
made in 2001 and, despite being over-hyped, is an enjoyable and original
game. The puzzles and games will have you searching everywhere for the 201
Golden Bananas. The size of this game was especially noticeable while writing
this FAQ. I could complete a guide for a world in Banjo-Tooie in about two
hours. With this game, it takes me about 4 hours, due to the sheer length of the
worlds.
The VERSION HISTORY chapter tells you about all the updates made to the FAQ.
The GAME BASICS chapter tells you all the basic game knowledge like story and
controls. If you read the GAME BASICS, you'll be able to skip a lot of training
and stuff that you wouldn't be able to if you didn't read it. The WALKTHROUGH
chapter will take you step-by-step through the entire game, telling you how to
get 201 Golden Bananas, 3500 regular bananas, 20 Banana Fairies, and 10 Battle
Arena Crowns. Most FAQs for DK64 list the locations of items. I plan to take a
different approach by telling players where to go, what to do next, step-by-step
... Uh, it's kind of hard to explain, you'll see :). The APPENDICIES includes
the kredits and legal information and also gives you extra information like
cheat codes. I'll enjoy writing this, and I hope you enjoy using it just as
much.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| (03) | Game Basics | GBASIC |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
o------------------------------------------------------------------------------o
| 3a Story GSTORY |
o------------------------------------------------------------------------------o
[COPIED FROM THE INSTRUCTION BOOKLET]
"Left!" rasped a voice to his left.
"Right!" came back the immediate response from the other side.
It had seemed like a good idea at the time, but now the Klaptrap turning the
wheel wasn't so sure. His little legs were getting tired, and those two
incompetent fools didn't have a clue where they were going.
"Left!"
"Right!"
With a sudden sickening crunch of metal against rock, the King's pride and joy
came to a shuddering halt, knocking all three off their feet. The tough little
Klaptrap was up first, dashing eagerly across to the broken bridge to see what
those goons had hit.
"You two are going to be in sooo much trouble!" he barked gleefully.
But that pair weren't the only ones in trouble. Deep within the gloomy bowels of
his latest creation, a furious King K. Rool sat on his throne, glaring down at
the quaking generals of his vast Kremling army.
"Well? I'm still waiting for an answer..."
His plan couldn't fail this time, or so he had thought. But like so many times
in the past, he'd underestimated just how useless his sacly minions could be. It
had taken years to build, but now his mighty island stronghold lay immobile off
the coast of its very first target - Kong Isle. Perhaps all was not lost, though
...
"Power up the Blast-o-Matic. Target is Kong Isle. Fire when ready!"
Instead of a deafening explosion, there came only a pathetic whimper.
"I'm so v-very sorry your m-majesty, but I'm afraid the Blast-o-Matic isn't
quite w-working yet..."
K. Rool turned to face the white-coated technician responsible for the bad news.
The King began to cry.
"It's just not fair..." he sobbed. "I really thought I was going to win this
time."
Klump waddled over and put a consoling arm around his distraught leader.
"Don't get all upset now, your excellency. We'll go and capture those nasty
Kongs for you. Then we'll steal their Golden Bananas as usual so that if any
Kongs escape us, they'll be too busy looking for them t ocome and ruin your
magnificent plans."
As King K. Rool watched his generals leave, he wiped away his crocodile tears
and began to laugh. His little play acting had worked, and now those Kongs would
soon be history. He glared down at his bemused technician.
"Well, what are you waiting for? Get the Blast-o-Matic working. I've got an
island to destroy."
o------------------------------------------------------------------------------o
| 3b Controls CTRL |
o------------------------------------------------------------------------------o
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Control Stick
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Move~~
The control stick is used to manuever Donkey anywhere within 360 degrees. This
allows you to move and head to different areas. Holding the control stick
lightly will cause Donkey to tip-toe. Push it further and he will walk. Hold it
all the way and Donkey will run. Running is the most efficient way to explore
the worlds, so you should always do so. However, when moving across narrow
bridges, tip-toeing is safer and more advisable. A sudden change in direction
will cause Donkey to slide. Be wary of this while on high, narrow ledges, as it
can easily cause you to fall off.
While on a tree (use the A button to jump to the tree and DK will automatically
grab hold of it), move the control stick up and down to climb the tree. If you
climb to the top of the tree, your Kong will jump and land on the top. Some
trees are too thick to be climbed, but you can climb most of them. You can also
hang on to ledges, which is useful in case you happen to fall off one. Hold the
joystick up to climb back up and hold it down and press Z if you want to drop
off.
Underwater, the control stick allows you to move as well. However, it is much
more difficult to swim to precise locations or to objects underwater. Pushing
the control stick up causes Donkey to go down while holding it down causes him
to go up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A Button
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Jump/Swim~~
Like in pretty much all N64 adventure games, the A button is used to jump. Tap A
and your Kong won't jump very high. Press it and it'll jump a little higher.
Hold it down for a little longer and he/she will jump high.
While underwater, holding the A button will make Donkey use his whole body to
swim around the water. This is the most efficient way of getting around
underwater. However, it is not recommended when trying to grab items, as you
need more precision for that.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B Button
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Attack/Swim~~
The B button will allow you to perform many different attacks, as well as swim.
Press B while holding still to perform a stationary attack. One press will make
your Kong do a quick swipe. Keep pressing it and they'll do several attacks in
succession. This move limits mobility and is less convenient than killing
enemies while moving, so you should usually avoid it. Press B while moving and
your Kong will charge forward, hurting enemies. This is the best way of taking
out baddies, as you can continue moving.
While underwater, holding the B button will make your Kong paddle his/her feet.
This is a slow form of swimming that should be used when getting items, not when
trying to explore.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Z Button
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Dive/Break/Crouch~~
While in the water, press Z to make Donkey dive underwater. Hold Z while
swimming to make your Kong stay still, which can be extremely useful at times.
Holding the Z button on land will make DK crouch. The only use of this is to
perform other moves, which I will discuss later.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
C Buttons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Camera~~
The C buttons control the camera system. Like pretty much all camera systems, it
can often infuriate you to no end. However, Donkey Kong 64's camera is generally
pretty good.
Pressing the left C button will rotate the camera left. If you hold it, the
camera will keep spinning around. The right C button rotates the camera right.
Press the up C button to go into eyesight view. Press it again to go make to
normal view. You can't move while in your Kong's perspective. The down C button
controls the distance the camera is from you. The first view (the close up one),
is inefficient and won't allow you to see most enemies. The second view is a
little farther, and is much better. The third and final view is very far away,
allowing you to see all of your surroundings.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
R Button
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The R button has only one purpose, which is to center the rather annoying camera
behind you. Hold the R button to do so. This makes traversing ledges and cliffs
much easier, as the camera won't rotate in wild directions.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Directional Pad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The only purpose of this is to serve as an alternative to the control stick
while playing Jetpac and the original Donkey Kong Arcade.
==========================----------------------------==========================
| |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| (04) | Walkthrough | WALKTHRU |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
| |
--------------------------============================--------------------------
This will tell you how to beat the game with 201 Golden Bananas, 3500 regular
bananas, 20 Banana Fairies, 10 Battle Arena Crowns, and 40 Banana Medals, step-
by-step. Whenever you pick up a Golden Banana/regular banana, Banana Bunch Coin,
Banana Fairy, Battle Arena Crown, Blueprint, Banana Medal, or Boss Key a number
will be written in (). In the case of Golden Bananas, and regular bananas, that
number tells you how many of the item in question you've colleted for that Kong
in that world. In the case of Banana Fairies and Blueprints, that number tells
you how many of the given item you've collected in that world. For Battle Arena
Crowns and Boss Keys, the number tells you your total in the entire game. Lastly
, the numbers for Banana Bunch Coins indicate your game total for that Kong. Be
warned that I am under the assumption you will use this start to finish. If you
skip to some random part, these tracking numbers will not make sense, and you
may be confused or lost.
==========================----------------------------==========================
| o--------------------------o |
| 4a | Opening Sequence | SEQUENCE |
| o--------------------------o |
--------------------------============================--------------------------
Once you load your first file, you'll be treated to an opening sequence.
Unfortunately, you can't skip it. A bird flies across the sea, and soon, several
other birds join him. The camera shows the back of DK Isle as the birds fly
around it, passing an aztec building and Donkey's ear. The camera shows an
overview of the proud isle. Seals jump from the water, and then, the camera
switches to the dark and forbidding Crocodile Isle, K. Rool's ship.
The ship lumbers forward, the music now being darker. Inside, two Kritters are
telling the Klaptrap to steer the ship in opposite directions. K. Rool is
confident that soon, Donkey Kong and his pretty little island will be no more.
The foolish technicians operating the giant laser machine, called the Blast-o-
Matic, can't get it to work, and all power shuts off. An alarm sounds as the
ship spins wildly out of control. They hit a rock, putting the monstrosity to a
stop. They manage to turn the ship around and they park it directly across from
DK Isle.
K. Rool calls his guards, causing three Kremlings to come into his throne room.
The king demands that they do everything in their power to keep Donkey Kong and
his friends distracted. He commands them to steal their hoard of Golden Bananas
and take care of his pathetic friends. The king says that this time, there can
be no mistakes. Klump has already taken care of this, however. Four gates trap
Diddy, Tiny, Lanky, and Chunky Kong. The camera switches to inside DK's house,
where's he's working out. While DK looks for his precious Golden Bananas, K.
Rool will be preparing the big surprise. MUAHAHAHAHA!
==========================----------------------------==========================
| o--------------------------o |
| 4b | DK Isle | ISLE01 |
| o--------------------------o |
--------------------------============================--------------------------
Squawks flies into the room to tell Donkey to come quickly. When you gain
control of him, run around a bit and get used to the controls. A is for jumping,
while B attacks. Now leave the house. After a little overview of the area,
Squawks tells you the Golden Bananas have been stolen and the Kongs have been
kidnapped! The bird also tells you to tell Cranky the bad news, which is what
we're going to do. Drop off the balcony and you'll be facing a blue tunnel. A
sign says that's the way out, but we need to talk to Cranky first. Head left and
look for a clearing where you'll see a picture of Cranky's head floating.
Approach it and it will magically turn into a full-fledged lab. Go in.
After criticizing the loss of the other Kongs and the Golden Banana hoard, he
tells you that he can give you potions that will give you special abilities. Gee
, I sure hope this isn't how my dad would react if my most prized posessions and
my closest friends and relatives suddenly disappeared. Cranky won't give you all
of the moves at once, and you'll need to collect Banana Bunch Coins to pay for
them (money-grubber). First, he wants you to complete his training barrels. You
automatically exit the lab.
A scene shows you the training barrels. Donkey the moron manages to be confused
by Cranky's incredibly simple instructions. Go back to where you saw the WAY OUT
sign, but head to the clearing on the left. A sign with the words "Training
Area" point the place out. You'll see those barrels that Cranky told you about.
Each one has a really easy bonus stage where you have to complete a basic task.
Jump in the first one on the left.
You have 60 seconds to grab the coin at the bottom of the barrel. Press Z to
dive, hold A to swim quickly, and B to swim slowly. You can also hold Z to
break. Dive straight down and grab the DK Coin. Donkey appears under the barrel
, which breaks. Jump into the next one. There are five oranges positioned
around the tree. Your task is to collect them all and throw them (they're
bombs). Collect the oranges, then hold Z and press right C five times to throw
them. Jump into the next barrel after you're done. You'll find five barrels
positioned around the tree. Time for some DKC nostalgia. Pick up each barrel by
pressing B, then press B again to throw it, making it break. Destroy all five
barrels to win, then jump into the last training barrel. The final task is to
climb the tree and swing across some vines to get the DK Coin. This probably the
most difficult training barrel. Climb the tree by pressing A to jump into it,
then move the control stick up to climb. Jump to the vine. To swing from vine to
vine, press A when the vine swings near the next one. You'll win once you get
the coin.
Squawks tells you to go back to Cranky now that you've completed the barrels.
Head out of the clearing and go right. Enter the lab. Cranky will give you the
first potion, called the Simian Slam. Press A to jump, then press Z to ass stomp
the ground. This lets you activate switches with the Kongs faces on them (the
move works for all five Kongs). Cranky also tells you he's got a real treat if
you collect 15 Banana Medals, but he reckons you won't be able to do it.
Once out of the lab, head out of the clearing. Go behind DK's tree house and you
should see antoher tunnel. Go through it and to the end and collect the three
Banana Bunch Coins (3). These are coins you use to pay Cranky, Funky, and Candy
for their upgrades. Now leave the tunnel and head to the front of the treehouse.
Follow the tunnel pointed out by the WAY OUT sign to the end. Simian Slam the
Donkey switch to open the gate, allowing you to head through.
Squawks tells you that all the areas except for one (a cave near Crocodile Isle)
are blocked off. Go forward and you'll see a bunch of pads plus a barrel. The
barrel is called a Tag Barrel. You need it to switch characters once you've
rescued another Kong. The pads are Bananaport Pads. Once you activate two with
the same number, you can press Z while standing on one to teleport to the other.
Activate one of them and Squawks will explain how they work. Activate the rest.
Look for the cave that Squawks said wasn't blocked off. It's attached to
Crocodile Isle. Swim over to it and activate BANANAPORT #1, then head inside.
You'll meet K. Lumsy, a Kremling so enormous you'll only see his legs. He was
put in the equally enormous cage by K. Rool for not being a ruthless Kremling.
He refused to smash DK Isle and the cute little monkeys, so he has to stay in
his cage until he toughens up. He asks Donkey to help free him, and Donkey says
yes. K. Lumsy is filled with joy and explodes, bouncing around his cage, which
causes an earthquake. Outside, a single damn rock on the isle explodes
(absolutely no other damage results), revealing a Golden Banana and a passage.
K. Lumsy instantly sinks back into depression. He explains that the keys to his
cage were given to K. Rool's toughest and most ferocious bad guys (the bosses).
He tells you to bring the keys to his cage if you manage to get any. Leave the
little cave.
Teleport back to the start and, facing DK Isle, head right along the shoreline.
Kill the beaver in the greenish area and get the GOLDEN BANANA (1), then head
into the passage. This is the lobby to the first world. Every level has a lobby
where you'll find B. Locker (a cut-scene introduces you to him). He guards the
DK Portal, which is the only way into the level, and won't let you in unless you
have enough Golden Bananas. Avoid the beavers and towards him, but look at the
doors to the sides of him. These are Wrinkly doors. If you walk towards one
(right now you can only go towards the yellow one, as you haven't rescued the
other Kongs), Wrinkly will give you a tip for that Kong regarding the level
you're about to go in. Talk to Wrinkly by going to the yellow door and she'll
explain this, then head to B. Locker. You have the one banana required, so he'll
let you in.
==========================----------------------------==========================
| o--------------------------o |
| 4c | Jungle Japes | JAPES1 |
| o--------------------------o |
--------------------------============================--------------------------
Moves - Baboon Blast, Chimpy Charge, Coconut Shooter, Peanut Popguns
Difficulty - 1.5/10
Enemies - Gnawty, Kaboom, Kasplat, Klump, Krash, TNT Cart, Zinger
The first time you enter a level, you have to watch a cut-scene before you can
begin. K. Rool opens his observation window and watches Donkey struggle to get a
Golden Banana. He uses the Simian Slam to make it fall, but K. Rool says Donkey
will need more than brute strength to defeat him this time.
After the cut-scene is over, the level's name always appears and the camera
shows a bit of the level. Squawks will tell you to gather as many bananas as you
can before going through a Troff n' Scoff Portal, which lead to a special room.
He'll also tell you that you'll get a Banana Medal if you collect at least 75
bananas.
Activate BANANAPORT #1 behind you, then climb the nearest tree (you can't climb
the darker ones) and swing across the vines. As you go, get the bananas (5).
Jump to the Donkey switch at the end, which activates automatically, opening the
gate below. Drop down and collect the three Banana Bunch Coins (6). Head through
the tunnel, killing the Gnawties. At the end, you'll find the main area of the
level. A cut-scene shows that Diddy is trapped in a cage. He calls for help,
then Squakws tells you that there are 25 Golden Bananas here, but you'll only be
able to find 5 of them without the help of the other Kongs. Activate BANANAPORTS
#1-2.
Cross the lake to the area of land on the right, where you'll find a Zinger and
two Gnawties. Avoid the enemies and head to the back, where you'll find
BANANAPORT #3 and a banana bunch (10). Bunches are worth five bananas. Head back
to the start and go left this time. You'll find an area with a big X. Activate
the second BANANAPORT #3 and get the banana bunch (15). Jump into the lake and
swim over to the jungle wall. There's a giant vine, so climb it to reach Funky
armory. You should also see a metal pad. These are called Battle Arena Pads.
First, climb the tree for a banana bunch (20), then stand on the pad. Follow
Squawks's directions to press Z while on the pad to transport yourself to K.
Rool's battle arena.
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #1 - Beaver Brawl | Difficulty : 1/10 |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Since this is your first battle arena, it's extremely easy. You'll find one |
| of these pads in each level. The way it works is that you have to survive |
| until the time limit runs out. You also can't be knocked off the edge, which |
| is your biggest threat. Once the time limit is over, you get a crown. You |
| only have to survive three beavers for 30 seconds, so this is easy as pie. I |
| recommend highjumping and pressing Z when they're all in the middle to take |
| them out at once. They regenerate instantly. Once the time limit is up, you |
| have to backflip to get the BATTLE ARENA CROWN (1). |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
The pad has disappeared, so head into the armory. You'll meet Funky Kong, who
now sells weapons while trying way too hard to be cool. Press A to accept,
paying 3 coins (3) to buy the Coconut Shooter. Hold Z and press left C to equip
your weapon, then press B to shoot, which can destroy enemies and activate
switches with coconuts on them. Press up C to fire in first person with a
crosshair. Pick up Supply Crates to refill your ammo. Right now, you can only
carry 50 shots at a time. Go back to Funky's place if you want a refill. You'll
leave Funky's shop once he's done talking.
Head over to the right and you'll see some vines across the gap. Swing across to
find a barrel kannon. These things will fire you up to new places in the various
worlds you'll find them. First, climb the tree for a banana bunch (25). Now hop
into the kannon, which blasts you up to Diddy's cage. Right in front it is a
GOLDEN BANANA (1).
Diddy will tell you you'll need Funky's help to get him out of the cage. Three
Coconut Switches appear above gates in the level. First, climb the tree to get a
banana bunch (30). Head left over to the giant tower thing, getting the three
bananas (33). In front of the tower is BANANAPORT #2. Continue around the tower
and get another three bananas (36) on the slope. You should notice a yellow
balloon floating around. Shoot it with the first-person coconut shooter (lead
your shot) to get ten bananas (46). Now enter the shack, called Snide's HQ.
Here you'll meet Snide, a weasel who made the blueprints for the Blast-o-Matic.
However, he was fired because K. Rool didnt trust him, so he wants revenge.
Unfortunately, the blueprints have been stolen and given to Kasplats (big, tough
enemies), and he needs them to help you. I'm not exactly sure why Snide expects
you to trust him considering he used to work for your arch-nemesis, who didn't
trust him, but I digress. He'll give you a Golden Banana for every blueprint
you'll find (there's one for each Kong per world). Unlike with the other shops,
you have to press B to leave.
Once out of Snide's HQ, drop off the cliff directly down to Funky's. Go over to
the vines and go into first person with your shooter. Look down at the lake to
find a cage. Shoot the first switch above it (1). One of the Coconut Switches
above Diddy's cage turns green. Once all three are green, he'll be free. Drop
down into the river and head over to the big X you saw. Shoot the Coconut Switch
above the cage (2), then use Bananaport #3 to warp to the other side.
The last Coconut Switch is here (3). This frees Diddy. He tells you he'll be
waiting inside the Tag Barrel and that he can help you by collecting red bananas
(everything in this game is color-coded: DK = yellow, Diddy = red, Tiny = purple
, Lanky = blue, Chunky = green). Now that Diddy's free, head back to the start
and take Bananaport #2 to the top of the level. Go over to Diddy's cage, where
you'll find a GOLDEN BANANA (2).
Collecting this opens the three cages where the Coconut Switches were. Drop down
into the lake and swim over to the big X area. Head through the tunnel and
you'll find a big enemy. This is a Kasplat. Their hair is color-coded to tell
you what Kong must collect the blueprint he holds. Be careful of the shockwaves
they emit when they slam the ground. Grab the coins (6), then defeat the
Kasplat. Stand next to it and mash B until it dies (it takes a while), then grab
the BLUEPRINT (1).
There's nothing else we need in the tunnel, so head back and dive into the
water. Head to the tunnel where you shot the first Coconut Switch and activate
BANANAPORT #4. Collect the first three bananas (49) in the tunnel, then take the
right fork. Grab the coin (7), then head and take the opposite fork. Get the
bananas (55) and kill the beaver, then continue to a stomry clearing where
you'll find Cranky's lab. Activate BANANAPORT #4 and shoot the balloon (65) for
ten bananas (65), then go in the lab. Cranky will give you, for three coins (4),
your next potion, the Baboon Blast. Stand on a pad with Donkey's face on it and
press Z to be shot to a barrel blasting course. You need to press Z/A/B when the
crosshair is lined up with the next barrel in the course to safely progress.
Once out of the lab, head to the back of the area, avoiding the Gnawties. You
should find a cage with a Coconut Switch above it. Shoot the switch to open the
cage, then get the banana bunch (70) and the coins (7). Jump into the animal
crate, which transforms you into Rambi. A textbox explains that Z+left C turns
you back into DK and Z+B allows you to do a supercharge. There are four huts
around the perimeter of this area, so head around the place and smash them all
(you only need to press B to do this) to reveal Kong switches. Now take the path
that leads to the tunnel. Go to the left at the Gnawty and you'll see a giant
rock with Rambi's face on it. Use the supercharge to break it open, then
detransform. Go back to Cranky's area and head over to the hut where you found a
DK switch (it's on the right side). Get the banana bunch (75), which gives you a
BANANA MEDAL (1). Slam the switch to open a gate near Bananaports #1-2 to reveal
a Golden Banana. Use Bananaport #4 to teleport back, then swim across the river
and grab the GOLDEN BANANA (3).
Head over to the big X area and shoot the balloon (85) hovering over the X. Now
climb the tree near the tunnel. Swing across the vines to find a Donkey pad.
Grab the coins (10), then press Z while on the pad to be shot up to a barrel
blasting course. Unlike courses you'll encounter in the future, this is linear.
When the crosshair is lined up with the next barrel, press Z, B, or A, to fire
yourself. If you fail, DK will be shot to the oblivion and you'll have to start
over. Keep shooting through the barrels. Be sure to shoot to the middle of the
barrel so you can collect the prizes. You'll collect a coin (11) and a banana
bunch (90) at the start. Later, you'll get a banana bunch (95) and another
coin (12). At the end, shoot to the GOLDEN BANANA (4).
Drop down from the ledge and head to the start. Use Bananaport #2 to reach the
top, then go in Snide's HQ. Since you have a blueprint, Snide will take it and a
bunch of completely unnecessary machinery will finally give you your GOLDEN
BANANA (5) in a needlessly complicated fashion. That's all the Golden Bananas
for DK in this world. We'll get the last five bananas later.
Switch to Diddy (jump in the Tag Barrel and use the joystick to put Diddy in the
spotlight, then press A/B/Z). Squawks greets you and tells you there are 5
Golden Bananas to get here. Drop down to Funky's and then down into the water
and press Z to go under. Under Bananaport #4 you'll find two seaweed patches
both hiding banana bunches (10). Now go over to the corner near the vine and
you'll see three coins (3). Surface and go to Bananaport #4. Head though the
tunnel and take a right at the fork. Swing across the vines and defeat the
Kasplat for a BLUEPRINT (2).
Get the coins (6) and get the bananas (13) as you head to the end of the cave.
Swing back across the vines and take the other path to Cranky's area. Enter the
lab. Purchase Diddy's first potion (3), the Chimpy Charge. Hold Z and press B to
do a crazy headbutt, which lets you activate switches. Go to the right side of
the area and look for a Diddy switch. Get the banana bunch (18), then slam the
switch. A gate opens for 60 seconds near Funky's armory. Quickly use Bananaport
#4 to warp to the start of the tunnel, then climb up the vine to Funky's and get
the GOLDEN BANANA (1).
Now head into Funky's shop. Pay three coins (0) to purchase the Peanut Popguns,
Diddy's very own shooter. The controls are the same. Once out of the shop, swing
across the vines and take the barrel kannon up to the third floor, netting you 2
coins (2). Head over to the tower and run around it, getting the bananas (25).
Next to Bananaport #2 is a Peanut Switch for you to shoot. This creates a
spiraling path up the tower. Head up and go inside the tower (the entrance is
before you reach the actual top).
First, climb up the boxes on the right to a tank thing. Now go into first-person
shooter mode and look across. There's a Peanut Switch, so shoot it to create a
very thin board on your left leading to a barrel. You have a limited amount of
time, so carefully but steadily walk across to the switch, getting the coin (3),
then slam the Diddy switch to make a Golden Banana appear at the top of the
tower. Exit the tower and head up the path to the top to get the GOLDEN BANANA
(2).
The Bananaport #5 appears after you collect the banana, but it's of no use right
now (you activate it automatically). Shoot the balloon (35) hovering here, then
drop down and head over to Snide's HQ. Give him the blueprint for a GOLDEN
BANANA (3), then shoot the Peanut Switch again and head back inside the tower.
Head forward and follow the river, getting the bananas (40). Get the coin on the
coal pile (4) (you have to backflip because you'll slip if you walk), then head
left and use the box in the coal pile to reach the top. Backflip to the tank and
get the banana bunch (45). Head to the end of the river again and go through the
passage near the coal pile.
First, shoot down the two Zingers or they're going to annoy the hell out of you
with their bombs. Chimpy Charge the gate straight ahead, then kill the Klump
inside with an orange. Grab the coin behind the oil drum on the left (5), then
chimpy charge the LO switch. This opens a gate above and slows down the conveyer
belts. Quickly head out and slam the switch next to the other gate to open it.
Use oranges to defeat the two Klumps, then head over to the boxes and conveyer
belt. Grab the coin (6) and get the banana bunch (50), then shoot the balloon
(60) hovering in this room. Quickly but carefully start jumping up the conveyer
belts. They will turn eventually turn yellow, indicating that they are about to
speed up again. If this happens, Chimpy Charge the LO switch again. Be careful
not to fall into the gap between the belts and the wall. At the end, jump into
the box thing, then head forward and get the banana bunch (65). Drop down and
you'll land in a mine cart, which goes through the tunnel ahead.
This is the first of the three mine cart races you'll have to complete in the
game. Squawks explains that you need to collect 50 coins to win a Golden
Banana. Hold the control stick up/down to speed up/slow down the mine cart,
press A to jump, and hold the control stick left/right to lean to the side. This
lets you get some of the coins. If you hit an enemy, a wall, or any type of
obstacle, you'll lose three coins. Get the four coins (4) at the start, then
prepare for a Krash to come. Jump when he swings his club to avoid getting hit,
getting the coin (5) above. After another coin (6), lean to the side to get
three more (9). Now you'll quickly speed up as you go down. You'll get some
coins (14) before reaching a flame area. Slow down in front of the flames, then
speed up before they come back. Get the coins along the way (18).
After the door opens, get a few more coins before encountering a Krash (21)
Your coin total should be (25) before you see a Kaboom on a ledge. Slow down in
front of it to let it drop and explode, then speed up. Get some coins (28) and
pull the lever on your right. This lets you take the path with the most coins
(35). In the next room, you'll find a giant crocodile head. Slow down in front
of it, then speed up before its mouth closes. Get the coins (38) along the way
to its mouth. Now it's time to speed through the crocodile, getting the coins
(40) along the way. Next up are some Kabooms. Slow down and speed up like before
, getting the coins (42) on the sides. After the third Kaboom, jump for a coin
(43). Now lean for a couple coins (45) before taking a drop down. Get the coins
(55) as you head through the tunnel. I'll stop numbering now that you have
enough, but continue to collect coins in case you get hit.
Next up are some TNT barrels on carts. Slow down when one is in front of you and
speed up when one is chasing you from behind. The purple crocodile opens
automatically. There are a bunch of coins for you as you head through its mouth.
After that you'll need to get past more TNT barrels, followed by a path where
you'll encounter two levers. Ignore both, as they open paths will less coins.
This is the end. Head through the last tunnel and Squawks will come to give you
your GOLDEN BANANA (4).
You appear in the area where you shot the last Coconut Switch. Look for a steep
slope across from you. Use your shooter to shoot the switch atop the slope,
opening a gate. We can't get up the slope without Lanky, so instead, climb the
two trees in this area to get two banana bunches (75). That gives you a BANANA
MEDAL (2). Cross the river and head to the start. Climb the two trees by the Tag
Barrel for another two banana bunches (85), then switch to Donkey Kong and go
back to the area where the mine cart ended. Climb the second tree and swing
across the vines to DK's last banana bunch (100). Nice, DK's all cleared out for
this level. Head through the Troff n' Scoff Portal.
Troff, the fat ass pig, will explain that he wants to help you by opening the
door, but he's too fat to reach the key approximately one centimeter above his
head. This room has ramps on either side and a Tag Barrel by the left ramp. Go
up the ramp to find a Banana Pad. If you stand on it, you can feed Scoff, the
hippo. He'll gain weight and push down the pad, somehow boosting Troff high
enough to open the door and even more mysteriously shrinking Troff. Go up the
ramp and stand on the Banana Pad. Feed Scoff 60 bananas. Troff will open the
door and the door will show DK's face, meaning Donkey is the one who has to go
in. Head forward and prepare yourself...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Boss - Army Dillo
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : 1.5/10
This is your first boss, and it's actually tougher than the second boss since
you have two melons with the second. Army Dillo, a giant armored armadillo, will
roll forward to face Donkey in the rainy area. He unrolls himself to show his
face and brings out his cannons, then hides behind his shell. The battle
commences.
Army Dillo will shoot fireballs from his cannons. If you change direction each
time he fires a shot, you won't get hit. However, you have to wait a split
second after the fireball hits the ground or you'll run right into it. After a
couple fireballs, Army Dillo will bring his face out and start cackling like a
moron. In front of his face is a pad with a TNT barrel. Pick it up by pressing B
, then press B again to throw it at him, electrocuting the monster.
The boss rolls himself up again and tries to run you over. If you keep moving,
throw in the occasional long jump for good measure, you should be fine. Keep
your movement pattern irregular, as he is about as fast as you are. Once he's
done rolling, he'll go back to the center and begin shooting fireballs again.
The shots are much faster this time, so you have to change direction every two
shots this time. When he taunts you, throw a TNT barrel at his face.
Avoid his rolling again. Keep running around the place. If he's close to you, do
a long jump to get away. Now you have to dodge even more fireballs. Change
direction after every two shots, not one. After a long time of shooting, he'll
taunt you. Throw one last TNT barrel at his face to destroy his cannons. The
coward will run off in fear due to the loss of his cannons, despite the fact
that he's about twenty times larger than DK. He also drops your first BOSS KEY
(1). Squawks will exclaim that that is one of the keys to K. Lumsey's cage!
After you pick it up, you automatically exit.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Donkey reappears outside the Troff n' Scoff Portal, which disappears. Drop down
and head to the start, then switch to Diddy Kong. We're going to leave as Diddy,
getting the last items along the way. Head through the tunnel that leads to the
very start. In the middle, you should see a huge cage. Shoot the two peanut
switches on the sides of the cage to open it. Take out the giant Gnawty, then
collect the coins (9) and shoot the banana balloon (95). Finally, get the GOLDEN
BANANA (5). Leave the little room and continue through the tunnel to the very
start. Head back to the DK Portal and leave the world, getting the last five
bananas (100) along the way.
==========================----------------------------==========================
| o--------------------------o |
| 4d | DK Isle | ISLE02 |
| o--------------------------o |
--------------------------============================--------------------------
Leave the Jungle Japes Lobby. Swim across the ocean to Crocodile Isle and go in
K. Lumsey's cage. Go forward and the key will automatically open the first lock.
Despite the fact that Donkey defeated the boss, Diddy can still return the key.
K. Lumsey's second earthquake destroys the stone door blocking the Aztec
building by Bananaport #2. Leave the cave.
Take Bananaport #1 back to the start, then, facing DK Isle, head left along the
shore. You'll soon see a bunch of high ledges. Backflip up them, then climb the
tree and continue forward to a few vines, which you should swing across.
Jump up the brick stairs and activate BANANAPORT #2 in front of the temple,
which you should enter. The Tag Barrel is in the center of the room, but we're
actually going to start the level with Diddy Kong. Head up the stairs and make
B. Locker leave, since he only needs 5 Golden Bananas, then enter the second
level.
==========================----------------------------==========================
| o--------------------------o |
| 4e | Angry Aztec | AZTEC1 |
| o--------------------------o |
--------------------------============================--------------------------
Moves - Strong Kong, Rocketbarrel Boost, Orangstand, Mini-Monkey, Bongo
Blast, Guitar Gazump, Trombone Tremor, Saxophone Slam
Difficulty - 4/10
Enemies - Kaboom, Kasplat, Klaptrap, Klobber, Klump, Kritter, Kroc, Shuri,
Zinger
The king is quite disappointed that Army Dillo failed to burn Donkey Kong to a
crisp. The boss attempts to apologize for his failure, but K. Rool rages out on
Army Dillo and threatens him to the point of making him faint.
Head forward at the start and swing across the vines. Now is the time to warn
you that this level is filled with quicksand. If you fall into it, you'll move
very slowly and you'll lose health. Activate BANANAPORT #1, then continue past
the Kritter and swing across more quicksand. Avoid the Kritter and Zinger, then
head out of the tunnel to an open area. A cut-scene shows that a llama is
trapped in a cage. We can't do anything about it right now, so head forward and
activate BANANAPORT #1. Swing aross the vines on your left and enter Candy's
Shop.
Candy Kong, DK's girlfriend, will seductively sell you an electric guitar for
three coins (6). No, she does not offer... additional services for extra Banana
Bunch Coins. Hold Z and press up C to play the instrument, which basically nukes
all enemies in the current area. This also uses up one energy point, however,
and you can't play your instrument if you have no energy. If you play it on a
corresponding Music Pad, something will happen and you won't lose any energy. Oh
yeah, buying the guitar also gives you an extra melon. Hooray, eight units of
life!
Swing back across the quicksand and head left. Activate BANANPORT #2 and get
the coins (11) around it, plus the banana bunch (5) and the banana balloon (15)
above. Head up the stairs and go to the left side of the temple. Shoot the
Peanut Switch to open the door, allowing you to go inside the temple. Tiny Kong
begs for help from inside her cage. We're on the path to freeing her, so head
over to the left side (your left, not Diddy's) of the room, where you'll find a
Diddy switch. Slam it to make a bunch of monkey tongues come out. Jump up them
(be careful, the tongues will go back in after a while), getting the bananas
(18). When you reach the top, look over to the other side of the room. Shoot
the Peanut Switch on the wall. Now very carefully cross the new monkey tongue
bridge, getting the three banana bunches (33). At the end, jump into the alcove
and get the coin (12), then play your instrument on the Music Pad. The frozen
lake below melts.
Drop down and dive underwater, then swim through the tunnel. Get the bananas
(36), then take the right path, grabbing four more bananas (40). Head over to
Tiny's cage and get the coins (17) next to it, then Chimpy Charge the Diddy
button. A bunch of ledges will raise under the KONG letters in the room (K and
O are in the back, while N and G are on the left). Chipmy Charge K, O, N, then G
to free Tiny Kong. Head in her cage to get a GOLDEN BANANA (1).
Go out of this room and swim back to the temple entrance, then leave the temple.
Head forward and over to the middle of the area, where you need to jump
quicksand to reach the Tag Barrel. Turn the camera so you can see the llama
cage, then climb the tree lined up with the cage. Swing across the vines to the
top of the cage, where you should play guitar on the Music Pad, opening up a
nearby door. Drop off the cage and over to the door you opened. Head through
the path, collecting bananas (45). Ignore the Kasplat and Zingers and go right.
Very, very carefully cross the winding bridge over to Cranky's Activate
BANANAPORT #3 and go in the lab. Pay five coins (12) to learn the next super
special move. Jump into a barrel with Diddy's face on it to use a jetpac and
fly high. Hold A to thrust and use the control stick to move. Hold Z to hover
and press B to fire your popguns. However, the move only lasts for as long as
your Crystal Coconuts do. You can finally pick up those damned crystal things
all over the place.
Go back across the narrow bridge and continue through the tunnel. When you reach
the trio of Klaptraps, head left and get the four coins (16) around the cage.
Now continue to the end of the tunnel to the second main area. First, activate
BANANAPORTS 2-4. Go up the stairs on your left and get the bananas (48), then
jump into the Diddy barrel. Prepare for some action. In the middle of the area
you'll see a giant totem pole. Fly through the ring at the top of the totem pole
three times, getting the banana bunch (53). It's a bit tricky, but you'll get
the hang of the controls soon enough. Remember to use the Z button to break.
Once you've flown through it three times, Necky the vulture will be freed in
another place. He'll fly over to where the Diddy barrel is, so fly back. He'll
challenge you to a little flying course.
The object is to fly around the area with Necky through a bunch of rings that
appear. Remember to stay lined up with him. You need to fly through the rings or
the game will interpret it as you still being behind the ring you missed. If you
fall behind too far, you'll have to start over. Z is your friend. It's basically
a break, which is great for lining yourself up with the rings. Tap A a few times
when you want to go lower. You need to hold A to move, but A also makes you go
higher, so just tap it instead of holding it. You get unlimited Crystal Coconuts
, fortunately. The course only goes about halfway around the area, so you
shouldn't have much trouble. Once you're done, a GOLDEN BANANA (2) will appear
at the top of the ring, which you must fly through.
Go straight and fly past the jetbarrel. You should see a raised platform with
some stairs. Land there and kill the Kritter, then get the bananas (56) on the
stairs. Chimpy Charge the four gongs to make a giant tower raise. On top of it
is a Golden Banana. First, climb the three trees around this area to get some
banana bunches (71). Head out of the tower area and climb the tree. What you
want to do now is get back to the Diddy barrel platform. Use the cartwheel
attack to roll off the tree, then jump and press B again and you should make it.
Jump into the barrel and fly to the top of the tower for a GOLDEN BANANA (3).
A saxophone pad appears below the tower. Hop down and use the tree to make it
back to the Diddy barrel again. Collect some Crystal Coconuts, then jump in and
fly in the direction you had to fly for the vulture course. When you make it to
a temple with a llama face on its door, get the banana bunch (76) on top of it
but don't actually land. You'll get a BANANA MEDAL (1). Now continue flying
around the area until you reach a temple with five doors. Land on the roof and
grab some Crystal Coconuts, then slam the Diddy switch. This activates the
totem pole, who says, "feed me!"
Drop off the roof and carefully cross the narrow bridge on the quicksand. Go
left and hop the quicksand. Continue over to the Diddy barrel and take flight
AGAIN. Line yourself up with the mouth of the totem pole and hold Z. Press B
when its mouth faces you to fire a peanut into its mouth. As you feed it more
peanuts, it spins faster and faster. Once it's had enough, five switches appear
above the doors of the temple with the Diddy switch. Land over near the temple,
which I will now call the five-doored temple, then cross the narrow bridge,
avoiding the Zinger's bombs. Go to the left side of the temple and grab the
bananas (80) on the stairs. Behind the temple you'll find a pair of Headphones
and a ton of Crystal Coconuts. Go back to the front and shoot the bottom door on
the right to open it, then head inside. I'm going to make a handy dandy map of
the place:
+-----+ +-----+
|__G__| | C |
|_____| |K K K|
| +-----+-----+-----+ |
| [ P ] B |
+-----------+ +-----------+
+-----+ |_____|
| C | |_____|
| +---+-----+----+ |
| [ P ] |
+---------+ +----------+
|START|
+-----+
Legend:
P - Peanut Switch C - Banana Bunch Coin G - Golden Banana K - Klobber
[ - Openable door _ - Stairs B - Banana Balloon
Hit the Peanut Switch at the start and take the left path. Kill the bad guys
until you reach the dead end, where you'll find a coin (17). Head back to the
start and take the right path. Contiune around the corner to a Kritter, where
you'll need to shoot another switch. Take the right path and shoot the balloon
(90), then continue to three Klobbers. Take them out with oranges and snag the
coin (18). Go back and take the head left this time. Kill the Klump and continue
to the GOLDEN BANANA (4). After you grab the Golden Banana, a timer starts and a
crosshair appears. If you don't get out within the time limit, you'll get shot.
Typical. Follow the map out of the temple. Cross the narrow bridge again and
take a left to the Bananaports. Use Bananaport #2 to return to the first area.
Turn around and climb the only tree on the brick to find a Diddy barrel. Use it
to fly up to the roof of the temple. Wait for it to do a shockwave, then land on
the dome. This is tricky. Mash the B button before it has a chance to knock you
off the roof. When it's dead, collect the BLUEPRINT (1). If you have trouble,
you can land on the part below the dome and use the guitar gazump, then use the
jetbarrel to reach the dome and wait for the Kasplat to regenerate. Use
Bananaport #2 to go back to the second area.
Head to the Diddy barrel on your left, then roll jump to the land across the
quicksand (not the tower area). Go up the stairs on your left, where you'll find
a Tag Barrel. Before you switch, head over to Snide's HQ and exchange the
blueprint for a GOLDEN BANANA (5). Now switch to Donkey Kong. Get the three
coins (15) and the bananas (3) on the stairs. From the foot of the stairs, make
a left over to a small area where you'll find BANANAPORT #5. Climb the nearby
tree and swing across the vines. Drop off the tree and head over to the five-
doored temple. Shoot the Coconut Switch above the left door after crossing the
bridge. I'll provide another map:
+-----+
+-----+ |__G__|
|K K K| |_____|
| +----+----------+ |
| [ S ] |
+----------+C C+----------+
|_____| +-----+
|_____| |K K K|
| +---+-----+----+ |
| [ S ] |
+---------+ +----------+
|START|
+-----+
Legend:
S - Coconut Switch C - Banana Bunch Coin G - Golden Banana
[ - Openable door _ - Stairs K - Kaboom
Shoot the switch at the start and go left. The purple Klaptraps can only be
killed by oranges. Go up the stairs and shoot another switch, getting the two
coins (17). Take the right path to the end, where you'll find the GOLDEN BANANA
(1). Follow the map out of the temple before the crosshair shoots you. Cross the
bridge over the quicksand again, then make a left. After jumping the quicksand,
head forward to another temple. Press Z while standing on the DK pad for your
second barrel blasting course.
Shoot into the first barrel and you'll automatically be blasted through several
more. Shoot through a couple more barrels and you'll be auto-blasted again.
Shoot through two more barrels, then blast yourself through the DK star. The
llama in the first area is freed. He leaves the cage, dropping a Golden Banana.
A Coconut Switch appears in front of the door ahead of you. We're not going in
just yet. Go back down the stairs and head left to the Bananaports. Take
Bananaport #3 and enter Cranky's lab.
For five coins (12), Cranky will give you your next move, the Strong Kong. Jump
into a barrel with Donkey's face on it to become invincible for as long as your
Crystal Coconuts last. You can cancel the move by holding Z and pressing left C.
After you're out of the lab, start crossing the bridge. Floating above the
bridge are two banana balloons (23). At the end of the bridge, head left to the
first area. Go over to the Tag Barrel and climb the three trees on the island
for banana bunches (38). Use the vines to swing over to the llama cage, then
drop down and grab the GOLDEN BANANA (2).
Get the three bananas on the stairs (41) plus the coins (14), then head over to
the tunnel that leads to the DK Portal. It's on the side of the area with
Candy's shop. Head through the tunnel and, just before the first quicksand pool,
look on your right. Shoot the two Coconut Switches to open the door in front of
you. Jump into the Strong Kong barrel and head into the quicksand. Go to the
back to find two banana bunches (51), then head to the left side of the bridge
thing in the middle. Grab the coins (17), then mash B to kill the Kasplat in the
middle. Get the BLUEPRINT (2) and leave.
Head back to the first main area. Cross the vines on your left and go into
Candy's store. Pay three coins (14) to get the Bongo Blast, DK's instrument.
Swing back across the vines and use Bananaport #2 to get to the second area.
Make a right and head to the llama temple. Head up the stairs and grab the
bananas (55), then head to the back of the temple and shoot the balloon (65).
Shoot the Coconut Switch above the door and head inside.
The llama temple has its own set of Bananaports. Lanky Kong will cry for help
from his cage. Go down the stairs on your left and notice an alcove on the right
side of the room. Get the bananas on the stairs in the alcove (68), then kill
the Klaptrap and get the coins (19). Play your bongos on the pad to wake the
llama up, who spits into the lava lake to cool it off. One has to wonder why
this llama lives directly in front of a giant pool of lava. Anyways, a gate
under a pipe also opens. Jump into the water and dive under. Swim through the
gate under the pipe to find Lanky's cage. Shoot the Coconut Switch to free him,
then grab the GOLDEN BANANA (3).
Swim back out and head back to the stairs leading to the Bongo pad. Head over to
the stairs leading to the exit. Under them you'll find BANANAPORT #1 and
BANANPORT #2 on either side. Continue past the Bongo pad alcove and get the
bananas on the stairs (71). Look to your right and you'll see a Donkey switch.
Simian slam it to open a door in the quicksand outside. Continue and backflip up
the gigantic steps, getting the bananas (74). Here you'll find the second
BANANAPORT #1. Keep going and head down some stairs with bananas (77). That
gives you a BANANA MEDAL (2). Continue down a set of stairs with three bananas
(80), then go up the stairs at the start and leave the temple.
Head right and jump the quicksand. Go past the five-door temple and activate
BANANAPORT #4 in front of Funky's Armory. Climb the nearby tree and swing across
the quicksand. Go over to Bananaport #5 and jump in the Strong Kong barrel. Head
through the door in the quicksand you opened and follow the quicksand trail.
Along the way, collect the final banana bunches (100). On the land at the end,
you'll see a floating barrel with a picture of a Golden Banana. These are called
bonus barrels. Jump into it and you get to play a bonus game.
+=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Stealthy Snoop | Difficulty : 4/10 |
+~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Welcome to bonus stage! Get used to that, as you'll be hearing it every time |
| you jump into a bonus barrel. Stealthy Snoop is a mini-game that I found to |
| be hell on my first time through. My sense of direction has drastically |
| improved, so its pretty easy now. The object is to reach the checkerd flag |
| within 50 seconds. There's a catch, however. Not only are you in a maze, but |
| there are also security guards in the maze. If you get caught by the light |
| emitted from their flashlights, you have to start over. I'll provide a map |
| to make your life easier: |
| |
| +----+ |
| |####| |
| | | |
| +------------------+ | |
| | G G G | |
| | +----+ +--------+ |
| | | | | |
| +----+ | | +----+ |
| | | | | |
| +---------+ +-----+ | |
| | G G | |
| | +--------------------+ |
| | | |
| | | |
| | ST | |
| +----+ |
| |
| The G's indicate security guards, ST means start, and #### is the end. So |
| head forward, make a right, then take the upper path, then go right and head |
| around the corner to the flag. Remember, the guards are your real enemy, not |
| the time limit, so be patient. To sneak past a guard, you want to wait until |
| its light only covers half of the path. That gives you the best chance of |
| getting past. I recommend you use the roll (Z+B) to speed past before they |
| have a chance to redirect their flashlight. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Once you win, the bonus barrel breaks and you get a GOLDEN BANANA (4).
Bananaport #5 appears by the barrel. Use it to get out of here, then head
forward and to the right a bit (after recentering your camera). Head over to the
Tag Barrel and go down the stairs. Exchange your blueprint with Snide for a
GOLDEN BANANA (5).
Now switch to Tiny Kong. Squawks will greet Tiny and tell her there are five
Golden Bananas for her to find. We have crap to buy before we can actually do
anything with Tiny, so go down the stairs and head to Bananaport #5. Grab the
banana bunch (5) and the coins (5), then swing across the quicksand. Drop down
to your left and go into Funky's shop. Purchase the feather bow for three coins
(2) and leave the shop, then use Bananaport #4.
Turn around and start heading through the tunnel that leads to the first area.
Get the bananas (10) along the way. Avoid the Klaptraps and continue collecting
bananas (15). Go over to your right and get the three coins (5) near the Chunky
Kong barrel, then defeat the Kasplat in this room for a BLUEPRINT (3). Cross the
narrow bridge leading to Cranky Kong's lab and go in to pay three coins (2) for
the Mini-Monkey. Jump into a barrel with Tiny's face on it and she will become
super small. This allows you to fit into tiny holes and bounce on mushrooms.
Cross the narrow bridge again and continue to the end of the tunnel where you'll
reach the first main area. Go over to the Tag Barrel and collect the coins (6).
Swing across the vine to Candy's and buy the Saxophone Slam (3). Once out of the
shop, swing back across the vine and head over to the temple in this area. Go to
the right side and shoot the Feather Switch, then head inside. Head to the upper
-right corner of the room and jump in the Tiny barrel to become tiny. Now dive
down under the lake and look around the bottom. When you find a tiny hole, swim
through it, grabbing the bananas (20). In this next room, go to the back to open
a door. Klaptraps will start attacking you, so keep smacking them. You can stand
at the front of the door and mash B. When they're all gone, you'll win a GOLDEN
BANANA (1).
Swim back through the tiny hole and deactivate the Mini-Monkey (Z+left C). Now
swim down the big path that leads to Tiny's cage. Before you swim to the cage,
go through the tunnel directly ahead to reach a room with a pillar. You'll find
four coins here (7). Now swim to Tiny's cage. Equip your feather bow and shoot
the two balloons (40) in here. Swim back to the temple and leave, then use
Bananaport #2. Just as a heads up, we're going to skip Tiny's 5-door temple
Golden Banana and leave it for the next trip. The reason for this is that
there's a Banana Fairy in there, but we don't have the camera yet. Make a right
and head over to the llama temple. Go to the back and shoot the Feather Switch,
then head inside.
Run down the stairs then go down the stairs past the Bongo pad. Backflip up the
giant steps and go past the Bananaport and down another set of large steps. In
an alcove on the side, you'll see a sparkling fairy flying around. This is a
Banana Fairy, but we have to "capture" it using a camera that we don't have yet.
Get the three bananas (43), then hop into the Tiny barrel and go through the
small pipe. Deactivate the move ASAP and get the other two bananas (45). Ignore
the Kasplat and activate Banaport #2, then slam the Tiny switch. A bunch of
ledges in the lava will raise. Hop across them (be very careful, it's easy to
die in this room) and slam the Tiny switch at the end, getting the banana bunch
(50), creating another set of platforms. You need to jump across the original
set plus the new ones. Slam a final Tiny switch, getting the banana bunch (55).
Head across the final ledges to the GOLDEN BANANA (2).
Leap back across the ledges, then use the Tiny barrel to get back through the
pipe. Go directly across from here and you should see the llama lying down. Jump
to his platform and go into first person with your shooter. Above the lake,
you'll find a balloon (65) floating around. Okay, head across the pool and back
up the entrance stairs to leave. Head left to the Diddy barrel, then jump over
to the tower. Grab the banana bunch (70) next to the stairs and jump into the
Tiny barrel. Go up the stairs and play your saxophone on the pad to make Squawks
carry you to the tower top and drop you through a tiny hole.
You'll meet a beetle dude, who is here to race you to the bottom of his slide.
If you manage to beat him and collect 50 coins, you'll win his Golden Banana. At
the start, kick the beetle and head forward. Use the control stick to slow down
and speed up (which is useful because there are parts where there are no ledges
to protect you and you can fall off the slide. Collect the coins before the
checkered flag (3), then start sliding. Grab some coins as you head down (8),
then slow down so you don't fall off the slide. Get some more coins (12), then
take the right path for more coins (19). Get all the coins as you head through
the tunnel (23), then get some more coins as you head down the slope, jumping
for the last one (28).
Slow down at the next part where there's no ledge, then jump for a coin and take
the left path for the most coins (33). Slow down a couple times, getting two
coins before a fork (35). Take the left path for coins (39), then head throguh
antoher tunnel, getting coins as you go through it (46). Continue down the slide
, collecting some coins until you reach fifty. Continue collecting coins when
it's convenient, but focus more on speed now. Your goal is to beat the beetle
now that you have 50 coins. After a a section with no ledge, you'll come to the
end of the race, where there's a ton of coins for backup. If the beetle is
breathing down your neck, be aggressive and kick it along the way to the finish.
Throw in some slides (Z+B) to get there first. Once you win, you'll earn your
most difficult GOLDEN BANANA (3) yet.
You appear at the bottom of the tower. Head over to the Tag Barrel up the stairs
, then go to Snide's and exchange the blueprint for a GOLDEN BANANA (4). Go back
up the stairs and use the Tag Barrel to become Lanky Kong. Squawks will tell you
there are five Golden Bananas for Lanky to find. Head down the stairs leading
toward the center of the area and then make a left. Climb the tree and swing
across the Vine's. Look to your left and get the five extremely convenient coins
(5) around Bananaport #4, then go in the armory to buy the grape shooter (2).
Once out of the armory, cross the bridge leading to the five door temple. Use
the stairs on the side to get to the second level, then shoot the Grape Switch
to open the door.
+----+-----+----+
|____[__S__] |
| +_____+ ! |
+-----+----+ +----+-----+
| B |
+ +---------------+ +
|_____| |_____|
|_____| |_____|
| +----+-----+----+ |
| [ S ] |
+----------+ +----------+
|START|
+-----+
Legend:
S - Grape Switch C - Banana Bunch Coin ! - Bonus Barrel B - Banana Balloon
[ - Openable door _ - Stairs K - Kaboom
Shoot the Grape Switch at the start and take either path. Go up the stairs and
shoot the balloon (10) in this hallway after taking care of the Klump. Shoot the
Grape Switch up the stairs in the middle and take the right path. Head around
the corner, kill the Klump, then jump into the Bonus Barrel around the corner.
+=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Big Bug Bash | Difficulty : 2/10 |
+~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~-+
| You actually control a fly swatter in this mini-game. Use the joystick to |
| move it around the barrel and press A to swat. The object is to kill four |
| flies in 60 seconds. They are fast as hell, so you'll have to lead your |
| shots and move the swatter irregularly. I recommend staying close to the |
| center and moving your swatter in crazy directions. Once your hit counter |
| reaches zero, you'll win! |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Take your GOLDEN BANANA (1) and get the **** out before the laser kills you. Use
the map to find your way out of the place. Cross the bridge over to the Tag
Barrel and head left. Jump the quicksand and pass the llama temple, then use
Bananaport #3 to appear by Cranky's lab. Get the banana bunch (15) and the coins
(6) by the Troff n' Scoff portal, then go in the lab to purchase the Orangstand
for three coins (3). Hold Z and press B to make Lanky do a handstand. Continue
holding Z and move the control stick to walk around on your hands, letting you
get up steep slopes.
Very carefully make your way across the winding bridge, getting the bananas
(20). Make a left at the end and head into the first area. Swing over to Candy's
shop and go inside to buy the Trombone Tremor (0). Swing back across and go over
to the temple with the scary face. Shoot the Grape Switch on the right side and
head inside. Head to the corner on your left at the start for three coins (3),
then dive underwater. Swim through the first tunnel and then the next tunnel
dead ahead, getting the bananas (23). Swim around the pillar thing in this room
for some bananas (29). Backflip to the top of the pillar and grab the banana
bunch (34), then slam the switch to make a vulture carrying a Golden Banana
appear. Take out your shooter and press up C. What you have to do is shoot it
five times with grapes to shrink it. Lead your shots so that you don't miss.
Eventually, it will be too small to carry your prize, so it drops the GOLDEN
BANANA (2). Once you collect it, the water drains. Head behind the pillar and
press Z on the Battle Arena Pad.
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #2 - Kritter Karnage | Difficulty : 1.5/10 |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| You need to survive three Kritters for 30 seconds. The technique described |
| in the last arena doesn't work. I recommend standing near the edge of the |
| arena, then moving towards the pack of Kremlings and pressing B. Since Lanky |
| stretches his arms really far in a circular motion, all the enemies will be |
| killed. Repeat this technique until the 30 seconds are up, then backflip to |
| the BATTLE ARENA CROWN (2). |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Head back out of this room and swim to the main temple area, then leave. Take
Bananaport #2 to the second area. Head left and long jump from the Diddy barrel
platform to the tower. Climb the tree for a banana bunch (39). Head up the
stairs to the Tag Barrel, then down the stairs on the right. Turn right and
climb the tree for another banana bunch (44). Continue and climb the tree near
the quicksand river to swing across some vines. Climb the tree near the bridge
to the five door temple for a third banana bunch (49). Climb another tree just
past the quicksand gap for a banana bunch (54), then climb the nearby tree for
the last banana bunch (59). Head up the stairs to the llama temple and shoot
the Grape Switch on the left side, then head into the temple.
Go down the stairs on BOTH sides of the entrance for bananas (65). Now go to
Bananaport #1, where you'll find a banana bunch (70). Opposite this is
Bananaport #2, which you should take to reach the lava room. Kill the Kasplat
for a BLUEPRINT (4), then warp back to the start. Use Bananaport #1 to reach the
Tag Barrel. Shoot the Grape Switch next to the door to open a new room. Kill
both Kritters to make vines appear on either side of the room. Swing across
both of them (don't actually jump from the last vine) to get a banana bunch
(75) and two coins (5). That gives you a BANANA MEDAL (4). Swing back and slam
the Lanky switch. A "door" opens on the other side of the room to reveal a bunch
of monkey faces. If you shoot one with your grape shooter, it will make a stupid
noise. Hit two in a row with the same noise and they'll start spinning. I'll
make a little ASCII diagram:
+---+---+---+---+
| 5 | 2 | 7 | 6 |
+---+---+---+---+
| 8 | 1 | 4 | 7 |
+---+---+---+---+
| 4 | 8 | 3 | 3 |
+---+---+---+---+
| 5 | 1 | 2 | 6 |
+---+---+---+---+
The squares with identical numbers are matching pairs of noises. Once all the
heads are spinning, you'll earn a GOLDEN BANANA (3). Leave this room and head
down the giant steps on your right. Go past the small pipe you went through as
Tiny. Next to the pool is an alcove that has a trombone pad. Play your
instrument on it and pipes will raise to a Bonus Barrel above the pool. Use the
Orangstand to reach the top of the pipes, then jump into the barrel.
+=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Teetering Turtle Trouble | Difficulty : 2/10 |
+~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| For once, the goal is to survive the time limit, rather than beat the time |
| limit. There are six snakes spinning turtles, three per row. Use the control |
| stick to aim at them and press A to fire watermelons into their mouths. If |
| you don't feed one snake long enough, it will stop spinning its turtle and |
| you'll lose. You only have five shots, but you can reload by "firing" at the |
| watermelon button in the middle. This mini-game can give you hell if you |
| don't know how to do it, but fortunately, it's easy as pie once you figure |
| it out. Simply shoot the top left snake, the top middle, top right, bottom |
| left, bottom middle, reload, bottom right, and so on. If you continue this |
| pattern (the snakes will yell, "Help!" when they're hungry, but that's okay) |
| , you'll survive the time limit with no problem. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
And the bonus barrel breaks, and you win another GOLDEN BANANA (4). Dive into
the water and swim through the tunnel to Lanky's cage. There are two banana
ballons in here for you to shoot (95). Swim back through and leave the temple.
Go right and climb the tree near Funky's. Swing across the quicksand, drop off
the tree, then head up the stairs leading to the Tag Barrel. Go to Snide's HQ
and exchange your blueprint for Lanky's last GOLDEN BANANA (5). Head up the
stairs to the Tag Barrel, then down the stairs toward the center. Head forward
enter the Troff n' Scoff Portal on your left, by Bananaport #5. Feed 95 bananas
to Scoff, then switch to Diddy and feed Scoff the remaining 25 bananas. Diddy's
face is on the door, so head forward and prepare for the second boss fight.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Boss - Dogadon
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : 1/10
Oddly enough, I actually find this boss battle to be less difficult than the
first, since you have two melons. A baby dragonfly-like creature, called a
Dogadon, flies by Diddy. Diddy easily squishes it into the ground, but then, the
parent, who is much larger, appears, scaring Diddy and starting the battle.
The Dogadon will begin by spitting fireballs at you. They emit a small shocwkave
, so there is a split second in which you can be hit even after the actual blast
is over. Run in a sort of circle (not exactly, but roughly) and you shouldn't
have much trouble avoiding the fireballs. The dogadon will now sit down to rest.
Throw a TNT barrel at it, knocking it into the lava. The beast flies back up and
cools itself down.
This time, the boss will spit fireballs from two corners. Use the same zig-zaggy
circling technique, keeping your movement irregular, and you should have no
problems avoiding the fireballs. When the dogadon sits down, throw another TNT
barrel at it, knocking it into the fiery inferno below once more.
The dogadon will spit fireballs from three corners, forcing you to dodge for a
while. If you use the same technique, you shouldn't have trouble. When the
dogadon takes its final rest, throw one more TNT barrel at it to knock it into
the lava for good. You are, of course, awarded a BOSS KEY (2).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Take Bananaport #5 to where DK played Stealthy Snoop. There's a red balloon
hovering above the quicksand here, so shoot it to get Diddy's last bananas
(100). Warp back to Bananaport #5 and head back up the stairs to the Tag
Barrel. Switch to Lanky, and climb the tree just down the stairs. Press B, then
A, then B to make it to the Diddy barrel, then use Bananaport #2 to return to
the first area. Go to the tunnel by Candy's that leads to the DK Portal. Go
through the tunnel, getting the last five bananas (100). Swing across the
quicksand, avoid the Zinger and the Kritter, then swing across the second
quicksand pool and leave the level.
==========================----------------------------==========================
| o--------------------------o |
| 4f | DK Isle | ISLE03 |
| o--------------------------o |
--------------------------============================--------------------------
Leave the Angry Aztec lobby. Warp to the bottom of DK Isle, then use Bananaport
#1 to reach K. Lumsey's island. First, head to the back of the island where
you'll find a Grape Switch. Shoot it with your shooter to open a cage with a
GOLDEN BANANA (1). Now head inside the cave. Give K. Lumsy the second key to
open another lock. His third performance will open two worlds for you. First, it
opens a gate in the water on the base of K. Rool's ship. It also raises a ledge
on the ship, letting you reach new areas of Crocodile Isle. A door near the
middle height-wise of Crocodile Isle opens. Leave the cave.
Warp back to DK Isle and switch to Tiny Kong. Face Crocodile Isle and then look
a bit to the right. You should see an island with a woman's head. This is Banana
Fairy Island. Swim over to it and activate BANANAPORT #5. Now head to the back
of the island. Shoot the Feather Switch to open a cage with a GOLDEN BANANA (1).
Go to the front of the island and jump into the Tiny barrel. Head inside the
tiny "mouth" of the woman's head.
You'll meet the Banana Fairy Queen, who is crying in her throne. Unfortunately,
her fairies have been scared off by a huge tremor, not unlike how the Jinjos
were scared off by the Hag 1 in Banjo-Tooie. She wants you to help her find
them. Tiny calms the queen down and explains that she and her friends will look
out for them on their adventure. The queen explains that you need to trap
Banana Fairies in banana skin photographs. She gives you her magical camera,
which already has some film. To use it, hold Z and press down C. Move the
control stick around and press B to take a picture. However, the "crosshair" in
the middle must be on the fairy so the smiley face is green if you want the
picture to actually work. You can start collecting Banana Fairy Film now. The
queen also gives you a shockwave attack. It uses up one Crystal Coconut, but
it's worth it. Hold B and sparks will fly around you. Once there are enough
sparks, let go of the B button and your Kong will do a quick shockwave. This is
a really powerful attack capable of destroying Kasplats and Koshas in one hit.
Leave the queen's throne room.
Take Bananaport #5 back to the start and head into the entrance just in front of
the Bananaports. Yup, it's time to head back to the very first area of the game.
Head out of the tunnel. You'll be facing DK's house, so head to the other side
of it and go through another tunnel. Ignore the bats and just continue to the
end, where you'll find a DK Dirt Pile. Do the shockwave move on it and you'll
get a RAINBOW COIN (24, 23, 10, 12, 5), which gives all the Kongs five coins.
That means 21 coins for Donkey, 23 for Diddy, 10 for Lanky, 12 for Tiny, and 5
for Chunky (you get coins for him even though you haven't rescued him yet).
Squawks will come to tell you about the special coin. Go out of the tunnel and
climb the tree near the lake. Swing across the vines into the cave behind the
waterfall. Follow the tunnel to the end, where you'll find another DK Dirt Pile.
Unearth it for another RAINBOW COIN (29, 28, 15, 17, 10). Head out of the tunnel
and take the cave out, back to DK Isle.
Switch to Donkey Kong and swim over to Crocodile Isle. Look for that raised
platform you saw when you returned the Boss Key (it's right of K. Lumsey's
cave). Backflip to it, then backflip to the ledge above. Follow the ledge around
the ship, avoiding the bombs the Zingers drop. At the end, you'll find some
vines, but that's not where we're going. Instead, make a U-turn and head up the
ramp winding around the isle. Continue, killing a Kritter, then going over to
BANANAPORT #4. Go up the stairs and into the door. Head directly to the left
side of the room and make B. Locker leave. He wants 15 Golden Bananas, but you
have 32, so enter.
==========================----------------------------==========================
| o--------------------------o |
| 4g | Frantic Factory | FRFACT |
| o--------------------------o |
--------------------------============================--------------------------
Moves - Gorilla Grab, Simian Spring, Baboon Ballon, Ponytail Twirl, Primate
Punch, Hunky Chunky, Pineapple Shooter, Triangle Trample, All Kongs
- Ammo Belt 1
Difficulty - 7.5/10
Enemies - Kasplat, Kritter, Krobot, Mecha-Zinger, Mr. Dice, Ruler, Sir Domino
, Super Block
You'll see a cut-scene in which K. Rool checks up on the Kongs in his
observation window. Diddy Kong teases the Kremlings with his jetbarrel,
eventually luring them into crashing into each other. K. Rool exclaims that he
is surrounded by fools.
Welcome to Frantic Factory, one of the more difficult levels in the game. The
frightening 7.5 is due mostly to the DK Arcade, the production room, Beaver
Bother, the difficult boss fight, and the confusing passage ways in the level. A
few things before we begin. This place is composed of four floors. You're on the
lobby, which, for some reason, is actually the second floor. Below you is the
storage and production rooms. The third floor is the testing room, while the
fourth floor is the R&D room. You can find maps hightlighting the floor you're
on throughout the factory. The last thing you should know is that this place is
filled with robot enemies called Krobots. You can only defeat them with an
Orange Grenade, but they drop two melon slices. The Krobots are often found
lurking in the various dark tunnels that make the place confusing.
Wow, that intro lasted longer than I expected. At the start, go forward and
Chunky will ask for help from inside his cage. We're going to free him pretty
soon, so activate BANANAPORTS #1 and #2, which are on "tables". On your left is
a purple tunnel and on your right is a grey tunnel. Head forward before going
through either one and you'll see two Krobots. Kill them or ignore them, then
Simian Slam the blue switch, opening a hatch down the hall. First, activate
BANANAPORT #3 on your right.
Head back and go through the purple tunnel. Kill the Krobot, getting the bananas
(5). Climb down the pole to get to the bottom of the tunnel (it's a long way
down). At the bottom, look around to get three coins (32), then head over to the
other side to see another tunnel. Go through it, killing the Kritter and Krobot,
as well as grabbing the bananas (11). The door to the production room open
automatically. Head either way to the other side of the room, where you should
activate BANANAPORT #4.
Go through the storage room door and follow the tunnel, getting the bananas
(15). You'll be in a room with a bunch of boxes. Use the Donkey pad in the
middle of the room to start a barrel blasting course. Shoot into the barrel,
getting the banana bunch (20). Shoot into the next barrel, which also has a
banana bunch (25). You'll be automatically blasted several times. Blast to
another barrel with a banana bunch (30), then blast to the next barrel. Shoot to
one last barrel with a banana bunch (35), then shoot through a few barrels,
which puts you back to the last banana bunch. Shoot into the ring above the
barrel, then shoot to the DK star.
A lever near a DK arcade machine is created. Go to the upper-right corner of the
room and activate BANANAPORT #1, then head to the lower-left corner. Simian slam
the blue switch, which opens a gate near the start. Climb up the boxes in this
area and head through the tunnel to find Cranky and Funky's shops. Kill the
Kremlings, then shoot the banana balloon (45) in here. Head into Cranky's shop
and pay seven coins (25) to learn the Gorilla Grab. Press B while standing on a
lever to pull it.
Go back through the tunnel and head down the stack of boxes. Head into the path
on your left to find a purple Kasplat. Ignore it and climb the pole above. Go
through the tunnel and make a left at the fork, then activate BANANAPORT #5.
Pull the lever by standing on the footplate and pressing B to activate the
original DK arcade game. Prepare for frustration.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DK Arcade
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You'll have to defeat the original DK arcade game twice to get two prizes. Use
the control stick to move Mario left or right, press A to jump over barrels. You
can also destroy barrels if you get the hammer. You can climb ladders if they're
not broken, but be careful, as barrels will sometimes roll down ladders. You'll
instantly die if Mario gets hit by a barrel, forcing you to start over.
~~~~~~~~~~~~~
~~ Stage 1 ~~
~~~~~~~~~~~~~
You have to make it up several floors, climbing up ladders and jumping barrels.
Go all the way to the right, climb up a ladder, then grab the hammer if you
want. You can destroy barrels this way, which earns you more points. Wait until
there aren't many barrels, then climb the middle ladder. Be careful of these
barrels, as if they hit the oil drum at the bottom, they'll turn into flames
which can go up broken ladders. You can partially climb broken ladders to avoid
getting hit by the barrels, so use this to your advantage. Once near the top,
wait until the barrel traffic is low, then climb to the top and climb to Peach,
which ends the round.
~~~~~~~~~~~~~
~~ Stage 2 ~~
~~~~~~~~~~~~~
I actually find this stage easier than the first one. Climb one of the ladders
to the first conveyer belt, which has pies moving along it. If you touch the
pies, you die. The conveyer belt can change direction, so be careful. You want
to move with it and away from the pies. Climb the ladder to the fireball and
quickly head to the right/left. Climb one of the retracting ladders and you'll
win the round.
~~~~~~~~~~~~~
~~ Stage 3 ~~
~~~~~~~~~~~~~
This is probably the most difficult stage. At the start, jump to the elevators
going up the pole. If you fall, you'll die. Jump to the two ladder platform with
the fireball, avoiding the enemy. Take the elevator down and jump to the ledge
at the bottom. Here's where it gets tricky. There are springboards that are
bouncing down trying to kill you. You need to head up to the right, then the
left, avoiding the springboards a couple times. Cross at the exact point the
springboards block your path. Once you've passed the second hazard area, climb
the ladder and jump to the last ladder. You're safe as long as you remain by the
ladder, so wait for a springboard to bounce off, then quickly climb up. Wait for
another springboard to pass, then climb the final ladder to win.
~~~~~~~~~~~~~
~~ Stage 4 ~~
~~~~~~~~~~~~~
Stage four is quite a bit different from the rest. The object is to jump over
all the yellow blocks. However, fireballs are all over the place, so you have to
be careful. Climb the ladder and jump over the first two blocks. The idea is to
wait for the fireballs to come to you, then go for the blocks. Climb another
ladder and jump over the next two blocks, then grab the hammer in the middle.
Smash one of the blocks by walking over it, then kill any fireballs that come
your way. Head up the nearest ladder and jump over the block by Donkey Kong.
When it's safe, climb back down and jump over the gap. Jump over the final block
to make the stage collaps, making DK fall and winning you the game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You'll get a GOLDEN BANANA (1). Now pull the lever again. Yes, unfortunately,
you have to beat it AGAIN. You need to pay two coins (23) as well. The
difficulty is beefed up a bit, with harder obstacles and quicker barrels. Follow
the same tips and keep trying. Eventually, you'll get it. You'll be awarded the
NINTENDO COIN (1).
This coin is one of the two special coins you need to beat the game. Head out of
this room and climb down the pole. Avoid the Kasplat and head to the opposite
side of the room. In the corner is a Tag Barrel. Use it to switch to Lanky Kong.
Head over near the purple Kasplat. In the corner are a bunch of boxes leading up
a pipe. Use the orangstand to climb up to the top of the pipe, getting the
bananas (5), then slam the Lanky switch. Chunky will be freed from his cage and
head off to the Tag Barrel. Drop down and get the GOLDEN BANANA (1).
Jump up the boxes in the room. Along the way, collect the coins (18). Head to
the room with Candy and Cranky, getting the bananas (8). Get the bananas (10) on
the ramp, then head into Cranky's store. Pay five coins (13) to learn the Baboon
Balloon. Press Z while standing on a pad with Lanky's face on it to inflate
yourself like a balloon, letting you roam around in the air. If you're not quick
, you'll deflate. Press Z to deflate prematurely. Head back down the boxes past
the tunnel. Go over to the corner of the room and switch to Tiny Kong.
Since Chunky needs a whopping 14 coins to get all of his moves, we're not going
to use him yet. Go over to the pole leading to the DK arcade. Defeat the Kasplat
in here and get the BLUEPRINT (1), then grab the coins (22). Climb the pole and
go to the room with the DK arcade machine. On the right side you'll find a stack
of boxes. Jump into the Tiny barrel nearby and highjump up the nearby crate. Go
left after jumping to the row of boxes, then highjump up a couple boxes and head
right to where you'll find a banana bunch (5). Go through the pipe ahead (this
happens automatically once you go in) and Tiny will run to a GOLDEN BANANA (1).
Go out of the gate that opens and deactivate the move. Head back to the tunnel
and climb down to the purple Kasplat. Highjump up the boxes in the other room
and go through the tunnel to where the lab and shop are. Enter the lab and pay
five coins (17) to get the Ponytail Twirl. Press A while in the air to make Tiny
start twirling her hair, letting you cross huge gaps and break falls. Once out
of the lab, head back to the box room where Chunky was. Go over to the corner
and use Bananaport #1 to teleport back to the start.
Go through the tunnel by Bananaport #2, getting the bananas (8). Grab the coins
(22) around the Mecha-Zinger circling the pole. At the top, get some Banana film
, then head forward. Get the two bananas (10) in front of the door, which opens
automatically. Kill the Krobot, then go left to come to a pole. Climb down to
find Snide's HQ. Activate BANANAPORT #3, then shoot the banana balloon (20) and
head inside the HQ to get a GOLDEN BANANA (2). Climb back up the pole and defeat
the Krobot in the tunnel again. Take the other path, getting the five bananas
(25) to reach a room with a giant stack of blocks. This is the testing
department.
Head right around to the other side of the room. Climb up the stack of boxes and
go left. Jump into the Tiny barrel on the boxes and head down to the banana
bunch (30). Go through the pipe, grab another banana bunch (35), and deactivate
the move. Slam the Tiny switch in this room to open and start the pinwheel on
the wall. The object is to shoot the item displayed on the right. The wheel
spins faster everytime you hit an item. If you screw up, you have to start over,
so lead your shots. You have to shoot six items, in this order: Orange Grenade,
watermelon, yellow banana, Crystal Coconut, Supply Crate. Once you shoot all the
items, you get a GOLDEN BANANA (3). A Banana Fairy also appears in front of
Funky's armory.
Hop back into the Tiny barrel and go back through the pipe, then deactivate the
Mini-Monkey. Drop off the platform and head right over to the corner, where you
should see a box spitting part of its top up and down. Jump on it when its in
the block and it will take you to the tunnel. Head through to find Funky's
Armory. After activating BANANAPORT #5, shoot the balloon (45) hovering here and
snap a picture of the BANANA FAIRY (1). Now go inside Funky's armory and pay
three coins (19) to buy an ammo belt. This increases the maximum amount of ammo
you can carry to 100 shots instead of 50.
Go back through the tunnel and drop down. Head back up the boxes leading to the
platform and go right this time, where you'll find a Tag Barrel. Switch to
Donkey Kong. Drop down and head past the block leading to Funky's armory. Get
the three coins (26) on the steps, then go back down and head to the opposite
side of the room to find three blocks spitting their tops off. Take the middle
one up to a dark tunnel. Head through it, getting the bananas (50) along the way
and taking a picture of the BANANA FAIRY (2).
At the end, you'll find a big number puzzle. First, shoot the balloon (60) and
grab the three coins (29) in the corner. Head to the DK switch by the window and
slam it to activate the puzzle and start a 60 second time limit. The goal is to
Simian Slam all the numbers in order from 1-16. How childish. Here's an ASCII
map, from the view you'll have when you do the puzzle (though the numbers in the
game are upside-down).
+----+----+----+----+
| 05 | 04 | 09 | 06 |
+----+----+----+----+
| 16 | 02 | 11 | 04 |
+----+----+----+----+
| 07 | 15 | 13 | 01 |
+----+----+----+----+
| 03 | 10 | 08 | 12 |
+----+----+----+----+
After you slam all the numbers in order, you'll get a GOLDEN BANANA (2). Head
back through the tunnel and drop down. Continue around the block tower to reach
the boxes, which you should climb up. Head right and use the Tag Barrel to
switch to Diddy Kong. Drop down and head over to the block that leads to
Funky's. Get the three bananas (3) in the tunnel and the banana bunch (8) on
Bananaport #5. Press Z to teleport. You'll automatically get a banana bunch
(13). Get the bananas (18) as you go through the tunnel, then climb down the
pole. Backflip up the boxes in the storage room and go through the tunnel.
Enter Cranky's lab to learn the Simian Spring for seven coins (21). Hold Z
while on a pad with Diddy's face on it to leap high into the air.
Go back through the tunnel and head to the left side as you drop down the boxes.
There's a tall stack of boxes that you should highjump to to reach a Diddy pad.
Hold Z to spring up to a ledge with three coins (24). Climb back up the pole by
the purple Kasplat and head to the DK arcade, then use Bananaport #5. Go back
through the tunnel and drop down to the block. Head directly forward to reach a
Diddy pad by the giant block tower. Simian spring to the right to a banana bunch
(23). Backflip to another banana bunch (28), then turn around and highjump to
your right. Work your away around and backflip again where you need to to get
another banana bunch (33). Jump the gap, then backflip to the block with a
banana bunch (38). Backflip AGAIN to the last banana bunch (43), then highjump
to a Diddy pad. Simian Spring to a Bonus Barrel.
+=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~+
| Peril Path Picnic | Difficulty : 2/10 |
+~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=+
| This bonus stage is set up a bit like Teetering Turtle Trouble. You'll find |
| two rows of open-mouthed of Klaptraps, three per row. Like with TTT, you |
| must use the control stick to aim at their mouths and press A to feed them |
| watermelons. If they get hungry, they'll open their mouths and start eating |
| the Banana Fairies crossing in front of them. After five shots, you'll need |
| to reload by shooting the center melon button. This mini-game is very easy |
| once you figure out how to do it. Simply shoot the Klaptraps in this order: |
| top-left, top-middle, top-right, bottom-left, bottom-middle, reload....., |
| reloading as you need to. Once six Banana Fairies have crossed, bringing |
| your SAVE counter down to 0 (60 seconds is plenty of time), you'll win. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Simian Spring to get Diddy's first Frantic Factory GOLDEN BANANA (1). Drop off
the tower (you will get hurt) and head to the side where you'll find the boxes
leading to the Tag Barrel. Use the Tag Barrel to switch to Lanky Kong. Go behind
the boxes leading up to the platform for four coins (17). Use the Lanky pad on
the platform to inflate yourself, then float over to a Bonus Barrel on your
right, above a door. Press Z while floating above it to drop down into it.
+=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Batty Barrel Bandit | Difficulty : 2.5/10 |
+~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This game works like a slot machine in a casino. Hooray for gambling. Anyway |
| , the objective is to line up four Golden Bananas in the machine three |
| times The hit counter on the top of the screen shows you how many jackpots |
| you have still have to hit. Press A to a slot. If you hit an item other than |
| a banana, press A rapidly to reset the machine. You also have to press A to |
| start the game. Since the wheels move slowly, just press A when the Golden |
| Banana appears. It's not too difficult (at least this one isn't). Your |
| biggest threat is freaking out and just ramming the A button. That will kill |
| you for sure. If you remain calm, you shouldn't have too much trouble. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Once you win, you'll get a GOLDEN BANANA (2). Go through the door that says
"R&D". This is the path to the, get ready, R&D room. Climb the pole, then get
the coins (22) around it. Go through the door to reach a room with steaming gold
stuff under the mesh floor. Head left, then right to get all the bananas (15).
Now activate BANANAPORT #2 on the right side, getting the banana bunch (20).
Press Z to warp to the start and get another banana bunch (25), then warp back.
Climb the ladder in front of you and defeat the Kasplat for a BLUEPRINT (2).
Head around to the left to get some bananas (30). You should notice there are
three doors along the wall. The left one has a Guitar Gazump pad in front of it
and is blocked by glass. The middle one has an auto-door in front of it, and the
right one has a ladder leading to it. None of these are Lanky's doors, so drop
off the ledge on the left side and you should see another glass-blocked door.
Play Trombone Tremor on the pad to open the glass.
First, shoot the banana balloon (40). Now Simian Slam the Lanky switch to start
up the colorful organ. Kremling dudes will pop out of the holes at the top,
making beautiful burping noises. The object is to Simian Slam the organ keys in
the order (the Kremlings and keys are color-coded) of the burps. The patterns
get longer and longer, and screwing up will force you to restart. Here is the
order of the patterns:
1. Yellow (C), Blue (B), Yellow (C)
2. Yellow (C), Blue (B), Yellow (C), Maroon (D)
3. Yellow (C), Blue (B), Yellow (C), Maroon (D), Green (E)
4. Yellow (C), Blue (B), Yellow (C), Maroon (D), Green (E), Yellow (C)
5. Yellow (C), Blue (B), Yellow (C), Maroon (D), Green (E), Yellow (C), Red (A)
Once you've completed all the patterns, you'll earn a GOLDEN BANANA (3). Head
back through the door and go to the middle of the lower level. Use the Tag
Barrel to switch to Tiny Kong. Go over to the right side of the room and look on
the righthand side to find an auto-door. Head through it, getting the bananas
(55). Along the way, you'll have to kill a Krobot and avoid a Mecha-Zinger. At
the end, jump into the Tiny barrel and go through the tiny hole on your left.
Head around the racetrack in this area and go through another small hole.
You'll meet a slotcar dude, who will challenge you to a two-lap race around a
race track. If you win and collect 10 coins, he'll give you a Golden Banana.
Hold Z to speed up, use the control stick to switch around the three lanes, and
press A to cheat (this just fires a rocket forward that will hit the slot car
and knock him back provided you are in the same lane as him; you can only do it
three times, as shown by a counter at the bottom of the screen). There are also
DK stars found throughout the race. Drive through them and Tiny Kong will get a
speed burst. You actually need to hold Z to move, by the way. There are also
TNT carts. Crashing into them will cause you to lose three coins, but the
slotcar can run into them too, making him blast back. The speed of this race
makes it difficult to number coins and walk you through, so just collect all the
coins you can (there are two laps, so this isn't much of a trouble). Switch
lanes to get coins, DK stars, and avoid hitting TNT carts. When you win, the car
will give you a GOLDEN BANANA (4).
Use the Mini-Monkey to go back through the tire holes, then head through the
tunnel, defeating the Krobot. Use the Tag Barrel to switch to Donkey Kong. Go
through the tunnel that you went through to reach the slotcar race. When you
reach the Tiny barrel, get the three coins (32) and pull the lever to open two
grates on the upper floor. Head back through the tunnel, then climb the ladder
leading to the Kasplat. First, press Z on the Battle Arena Pad under the first
grate.
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=+
| Battle Arena #3 - Arena Ambush | Difficulty : 3/10 |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~+
| Okay, this is a lot more difficult than the first two Battle Arenas, as this |
| one has a Kasplat. His shockwaves can easily knock you off the platform if |
| you're not careful. You need to survive for 45 seconds. I find the best |
| strategy is to go over to the edge of the pad and face the center. Mash the |
| B button to defeat the Kritter and the Kasplat as they come to you. If you |
| see the Kasplat lift his arms to smash the ground, jump immediately over to |
| the center. Two Kritters will eventually appear (you start with only 1). |
| Once you've broken the time limit, get the BATTLE ARENA CROWN (3). |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Now continue and head through the door in the middle. Shoot the balloon (70)
hovering over the place, then leap down into the pit. You appear on a platform
in the room where you freed Chunky. Turn around and shoot the Coconut Switch
next to the shack. This opens the shack's door, so head inside. Highjump at the
start for a coin (33), then head to the corners of the room for three banana
bunches (85). That gives you a BANANA MEDAL (1). Now pull the lever next to the
screen. Remember that room we passed with Bananaport #4 on our way to the
storage room, with the giant toy machine? The toy machine in that room starts
working again. A GOLDEN BANANA (3) also appears on a box. After you have it,
leave the shack.
Drop off the platform and head to the opposite corner. Use Bananaport #1 to
return to the start, then use Bananaport #2 to go to the R&D room again. Jump
into the Tag Barrel and switch to Diddy Kong. Climb the ladder again and head to
the left door. Play Guitar Gazump to open the glass, then go inside. First,
shoot the freakin THREE ballons wandering around in the room (73). Now you'll
notice three doors around the room, each with a four-digit code. To open one,
Chimpy Charge the number buttons on the wall in the corresponding order. First,
punch in "3124". Defeat the two dice and the domino, then punch in "1342". Kill
the two Mecha-Zingers and the Krobot, then type in "4231". Butcher the two
Krobots. For your efforts, you'll get a GOLDEN BANANA (2).
Leave this room and head into the middle auto-door one. After getting the coins
(29), drop into the pit. Slam the Diddy switch to make a bunch of vines lower.
Swing across them to the Bonus Barrel before your 20 second timer runs out.
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| Beaver Bother | Difficulty : 6/10 |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=+
| Welcome to Beaver Bother, the unholy of unholies, the most difficult mini- |
| game in Donkey Kong 64. The objective is simple, but doing it is maddening. |
| You play as a Klaptrap and must press B to chomp, scaring the beavers in the |
| same direction your face is pointing towards. The idea is to scare them into |
| the pit into the middle. You need to drop 12 beavers in the hole before your |
| 60 second timer runs out to win. In my opinion, the best strategy is to |
| position yourself so that the beavers are between you and the circle, then |
| head around the hole in a spiral while tapping B. You want to scare the |
| beavers in tangetially, not head on. If you start scaring a beaver away from |
| the circle, stop pressing B until you've repositioned yourself next to the |
| beaver. You need to be quick or your timer will run out. If you can, try to |
| get multiple beavers in at once to save time. If you fall into the pit, you |
| lose and have to start over. Although it is maddening, you'll eventually get |
| it. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
After that's done, you'll get a well-earned GOLDEN BANANA (3). Use Bananaport #1
, then Bananaport #2 to return to the R&D room. Use the Tag barrel to switch to,
at last, Chunky Kong! Squawks will greet you and tell you there are five Golden
Bananas for Chunky to find. First, climb the ladder leading to the upper part of
the R&D. Head past the Kasplat and go to the second you grate you opened, which
contains four coins (14). Now head back to the lower level and go through the
door across from the Tag Barrel. Climb down the pole and go through the auto-
door, then head left. Use the left and right top-spitting blocks to secure two
coins (16). Now continue around the giant block stack and use the middle and
right blocks in the next group for two more coins (18). Continue around and kill
the Kasplat for a BLUEPRINT (3).
Continue around and use the block in the corner to reach Funky's, then enter the
armory and pay three coins (15) to buy the pineapple launcher. Use Bananaport #5
to return to the DK Arcade room, then head out of the tunnel and down the pole
to Tiny's Kasplat. Now make a quick turn and backflip up the boxes. Go through
the tunnel and head into Cranky's lab. He has two potions that you can buy. The
first costs three coins (12) and is the Hunky Chunky. Jump into a barrel with
Chunky's face on it and he'll grow to a ridiculous size. This lets him smash
things... Yeah. The second potion costs five coins (7) and lets Chunky do a
super-powerful punch by holding Z and pressing B. Once out, head into Candy's
shop and pay three coins (4) for the Triangle Trample.
Head back through the tunnel and drop down the boxes. Once again climb the pole
by the purple Kasplat. Go through the tunnel past the DK arcade and smash the
gate ahead open with your newly learned Primate Punch. Get the three coins (7),
then jump into the Bonus Barrel.
+=~=~=~=~=~~=~=+=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=+
| Stash Snatch | Difficulty : 1.5/10 |
+~=~=~=~=~=~==~+~=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~+
| Compared to Beaver Bother, this mini-game is easy as cake. You have to |
| navigate your way through the maze, collecting the six coins, then getting |
| to the checkerd flag in 60 seconds. There are a few enemies in the maze, so |
| ignore them. Here is an ASCII map: |
| |
| +-----+ |
| | C | |
| | | |
| +------------------------+ | |
| | C | |
| | +---------+ +--------+ |
| | | | C | |
| |START| | | +-----+ |
| +-----+ | | | C | |
| +---------+ +--------+ | |
| | C C | |
| | +------------------------+ |
| |#####| |
| +-----+ |
| |
| C means coin and #### is the checkered flag. Follow the map to get all six |
| coins, then head to the flag to win. |
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You'll get a GOLDEN BANANA (1). Return to the box room and head to the corner
under the pipe to grab the banana bunch (5) and coins (12) on Bananaport #1.
Now head to the side of the room opposite the box stack and you'll find a gate.
Primate Punch it open and head inside. Although it's hard to see, there is a DK
pile right at the start. Use the shockwave to unearth it and get a RAINBOW COIN
(38, 34, 27, 24, 17). Head to the upper-right corner of the room and you'll find
a ? box. Smash it with a Simian Slam and you'll find a Chunky switch. Slam the
switch to make a box on a ledge break, revealing a Golden Banana. Head to the
center of the back wall and Primate Punch the Chunky button turn on the lights
and make a bunch of platforms start going up and down. Now start jumping up the
moving platforms, jumping at their peak to get to the next. Along the way, get
the banana bunches (20) above them. Jump over to the GOLDEN BANANA (2).
Now head back to the box room. We're going back to the R&D room, but we're going
to Bananaport #2 the long way. You'll see why in a bit. Head through the tunnel
that leads to the production room. Go to the other side of the toy machine and
through the door. Go through another tunnel, killing the Krobot and the Kritter.
At the end, climb the pole. Along the way up the pole, you can collect ten
bananas (30). At the top, get the coins (22) and shoot the balloon (40), then
head through the tunnel and kill the Krobot. Grab the banana bunch (45) on
Bananaport #1, then use Bananaport #2 to warp to the R&D room. Climb the ladder
on the right and climb another ladder leading to the right door. Primate Punch
the gate, then play your triangle on the pad to open the glass. Shoot the
balloon (55) in this room, then drop down. Head along the both sides of the
rooms for bananas (65) and Supply Crates. There's a chest in the back. Primate
Punch the Chunky button on the chest to make a bunch of enemies come out.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Miniboss - Toy Monster
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : 3/10
This mini-boss starts as merely a bunch of toys. You'll first face a simple dice
enemy. Take it out and the chest will release two wooden blocks. If you use the
moving attack, you can kill them in a single hit. Destroy the dominos the chest
releases and get ready for the more difficult part. A ton of various toys are
released and they all combine to form a giant toy monster. A Chunky barrel
appears (it's in view after you regain control), so jump into it to become huge
(you get unlimited Crystal Coconuts for this).
Start pounding the toy monster. The problem is Chunky loses in a straight one-on
-one fight. If you attack the monster from behind, you can hurt it. If you try
to assault it from the front, you'll get hurt. Use the moving attack and maybe a
few Primate Punches to pound its back. The monster will slowly take damage. When
it turns around, turn the opposite way so you can contiune to hit its back. Keep
circling it and using the moving attack, adding a few Primate Punches. Once its
taken enough damage, the monster will split apart and the toys will disappear.
For your efforts you win a GOLDEN BANANA (3).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Climb the ladder back to the door and head past the blue Kasplat. Use the Tag
Barrel below to switch to Donkey Kong, then use Bananaport #2 to warp to the
start. Now take Bananaport #1 to the storage room. Head over to the other side
and go through the reddish tunnel to the production room. Kill the Krobot near
Bananaport #4, then head straight into the machine through the opening on the
conveyer belt. You're in a room with a bunch of crushers. They'll obviously
kill you, so jump into the Donkey barrel at the start. Now start going through
the crushers. You have to fight the force of the conveyer belts. Along the way,
collect the last banana bunches (100). At the end, you'll get a GOLDEN BANANA
(4). Now go back and leave.
Head around the left side of the machine. Ignore the boxes shooting to the
machine and the red-haired Kasplat. By the Lanky switch you'll see a platform
moving up and down. Use it to reach the conveyer belt, then cross the conveyer
belt to a ledge. Follow the ledge to the end where you'll find a pipe. Jump to
the ventilation duct, then very carefully go across the top of the pipe. At the
end, go to the left side of the machine thing and climb up the ladder. Head
around the top, where the "sliders" are to find a spinning cog. Wait for it slow
down, then quickly cross it and jump to the ledge on the left. Jump up the
stairs and face the machine. The top piece of the machine is spinning and has
four bars. This is a little difficult. When the bar comes to you, jump onto it.
Now wait for it to spin to the other side. Jump to the ledge on the other side
and activate BANANAPORT #4.
Head around the ledge with the Tag Barrel and you'll find three platforms going
up and down. Jump across them, then jump to the next ledge. Continue past the
conveyer belts to two spinning cogs. Cross them once they slow down and you'll
find a huge pipe leading up. Against the wall is a small platform with a yellow-
haired Kasplat. Pummel it with oranges until it dies, then jump from the vent on
the pipe to the ledge and get the BLUEPRINT (4). You're above Bananaport #4, so
jump down to it and use the Tag Barrel to switch to Tiny Kong.
Grab the coins around Bananaport #4 (29), then head across the three moving
platforms. Now highjump to the conveyer belts and start jumping up them. Keep
pressing A so you can fight against the belts. Along the way, collect the banana
bunches (75). That gives you a BANANA MEDAL (2). Now look across the giant gap
you'll be facing at the top. There's a ledge with a Bonus Barrel. Press A to
jump, then do the Ponytail Twirl to make it to the platform and jump into the
barrel.
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| Krazy Kong Klamour | Difficulty : 2.5/10 |
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| This game is rather odd. It's set up like Teetering Turtle Trouble with a |
| three-by-six row and a watermelon gun. Press A to fire. You have five shots |
| before you need to shoot the center watermelon button to reload. The object |
| is to shoot the Golden Bananas. You have to reduce your counter to 0 by |
| hitting 10 bananas. However, the lights flicker on and off and the position |
| of the Golden Banana keeps changing. You can't shoot something while it's |
| dark. If you shoot one of the Kongs in the rows, the counter will go up by |
| one, making it more difficult. There isn't much to write about in the way |
| of tips. It's really just a test of reflexes. You need to aim and fire at |
| the Golden Banana very quickly. With enough tries, you should get it. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Once you win, Tiny earns a GOLDEN BANANA (5). There's a small ledge poking out
of the wall past this one. Once you find it, Ponytail Twirl to it for a banana
bunch (80) and some coins (32). Now this is a little difficult. Ponytail Twirl
down to the the machine in the center of the room. Once you make it, Ponytail
Twirl down to the part where the bottom of the ladder is. By the big pipe is a
balloon (90) hovering for you to shoot. Jump down to the bottom and use
Bananaport #4 to warp, then switch to Diddy Kong and warp back.
Head around the whole production room to get twelve bananas (85). That gives you
a BANANA MEDAL (3). Now go near the Lanky switch and moving platform. Defeat the
Kasplat for a BLUEPRINT (5). Head right of Bananaport #4 over to the door to the
giant pole. You should see a Diddy switch. Pound it to make a Golden Banana
appear in an alcove. Use Bananaport #4 to warp back to the top. Head left and
jump across the up-down platforms. Continue past the conveyer belts and the
Troff n' Scoff Portal to reach the cogs. Go across them when they slow down,
getting the two banana bunches (95). Now get the banana bunch (100) on top of
the Diddy pad here (100) and Simian Spring to the GOLDEN BANANA (4).
Go back across the cogs, past the conveyer belts, and across the moving
platforms. If you fall, you can use Bananaport #4. Switch to Lanky Kong and
warp to the bottom of the room. Head into the machine, where Donkey got his
fourth Golden Banana. First, get the three Banana Bunch Coins (30) in the
corner. Hovering above the conveyer belt is a banana balloon (50). It's fast, so
you'll need good timing. When the smasher is out of the way, shoot it, then
leave the inside of the machine.
Go left over to the red-haired Kasplat. Slam the Lanky switch below the moving
platform to make a Golden Banana appear atop the big pipe. We're going to take
the long way up to get all the bananas. Take the platform up, then cross the
conveyer belt. Head around the ledge and carefully cross the pipe. Climb the
ladder on the side of the machine thing, then head around and go across the cog
when it slows down. Jump up the stairs on the left, getting the banana bunches
(65) as you go. Wait for the spinning bar to come, then jump onto it and jump to
Bananaport #4. Head left and jump across the moving platforms, getting the three
coins (33) as you go. Continue past the conveyer belts. Once you pass the Tag
Barrel, use your shooter to shoot the balloon (75) hovering. That gives you a
BANANA MEDAL (4). Continue and cross the two cogs when they're slow. Now you'll
come to the gigantic pipe again. Jump to the duct, then switch to Orangstand.
Very carefully walk up the pipe, getting the last banana bunches (100) as you
go. At the end, grab the GOLDEN BANANA (4).
Head back to the upper Bananaport #4 by walking off the top of the pipe or drop
down and warp up. Switch to Chunky Kong, then warp to the bottom of the room. Go
right, over to the way to the giant pole. You'll soon see a switch with Chunky's
face on it. Slam it to make a Golden Banana appear underneath the crusher at the
very top of the machine. This is the center of the spinning bars. You have a 99
second time limit, so quickly rush back and use Bananaport #4. You have plenty
of time, so wait for one of the bars to come to you. Jump to it. Before you rush
to the banana, collect the four banana bunches (85) floating in the air by
lining yourself up with them. If you want, get the Golden Banana first. You'll
get a BANANA MEDAL (5). Now go to the center and wait for the crusher to lift.
Grab the GOLDEN BANANA (4).
Take one of the bars back to Bananaport #4 and jump. Switch to Tiny Kong, then
warp to the bottom. Go through the door that leads to huge pole. Kill the
Krobot and the Kritter as you head through the tunnel, then climb the pole.
There's a alcove with a glass window at the middle of the pole. Keep turning
around so you don't miss it. Once you find it, jump to it and collect the two
banana bunches (100). Jump back to the pole and climb to the top. Kill the
Krobot as you go through the purplish tunnel, then head to the back where there
are two Krobots. Use Bananaport #3 to warp to Snide's place.
Okay, switch to Donkey and exchange his blueprint for a GOLDEN BANANA (5). Now
get Diddy's GOLDEN BANANA (5), then Lanky's GOLDEN BANANA (5), and finally,
Chunky's GOLDEN BANANA (5). Grab the banana bunch (90) and the coins (25) by
Bananaport #3. Now Climb the pole, which leads to the Testing Room
tunnel. At the top, shoot the banana balloon (100). Head through the tunnel,
kill the Krobot, then go to the Testing Room. Make a left U-turn at the start
to see three blocks. Use the piece shooting from the left one to reach a Troff
n' Scoff Portal. Go up to the Banana Pad and feed Scoff 100 bananas. Okay, half
done. Now switch to Tiny and feed the other 100. Head inside, as the door opens
after showing Tiny Kong's face.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Boss - Mad Jack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : 7.5/10
This is one of the most difficult bosses in the game, especially on your first
play through the game. At the start you'll see a giant checkered grid of white
and blue squares. One of the white squares is blinking. Stand on that one and
all the squares will rise into gigantic pillars. A large box will fall from the
ceiling and spring over to Tiny. After enlarging, it will spring open, revealing
itself to be a ridiculously large and incredibly disturbing jack-in-the-box. Now
you know why it's called "Frantic" Factory.
The box will begin bouncing around the squares. If it lands on a square you're
on, it will crush you and you lose a melon. The only way to avoid it is to use
the Ponytail Twirl to move from square to square. Tiny has an advantage because
she can move across diagonally, while the box cannot. Use this when you're in a
tight squeeze and you'll make it out unscatched. If you fall, an elevator will
take you back up so you can jump to the square. After a while, the box will
stand still and pop out of its boxes. It begins throwing fireballs at you. If
you keep moving, you shouldn't get hit. Two squares now have blue switches on
them, one blue and one white. Pane around to find them, then head to the square
that is the same color as the one the box is on. If you slam the wrong switch,
you'll lose health. When you reach the square, slam the switch to hurt the boss.
Mad Jack goes back into his box and bounces around. Keep Ponytail Twirling from
square to square to avoid being squashed. Watch his sparkly trail and shadow to
avoid getting hit. When he comes out of the box, head over to the square with
the switch. You don't want to cross a square just before he throws a fireball,
or he might hit you. If you fall, you'll have to wait for him to spring out of
his box again. Slam the switch to hurt Mad Jack again. The box retracts and
starts springing around the place. Keep avoiding him and going from square to
square. Once he springs out of the box, go to the correct square and slam the
switch to hurt him.
Continue dodging the boss (yes, this is quite a long fight). It's pretty slow
compared to Tiny, so you have the advantage. Stick to the blue squares now
(you'll see why soon). When the box pops out, a new attack will be introduced.
The box will fire a laser from its head at the square you're standing on. The
square will cause a giant laser beam ray thing to errupt on the square, knocking
you off and hurting you. The only way to avoid this is to stand on the targeted
square's corners. The blue squares have larger corners, so you want to stay on
them. Also, if you change squares just after the boss releases the laser, you
won't get hit. This strategy has the advantage of letting you continue moving.
If you wait too long, the boss goes back into the box. Slam the switch of the
appropriate square color and the boss will become invisible, making things more
difficult.
There are only two clues as to where the boss is: the sparkly trail he leaves
behind as he moves, and the fact that the square either of you occupies will
light up for as long as you stand on it. Keep an eye on these things or you'll
likely get squashed by the boss. It's important to keep moving diagonally here.
Once the boss pops out of the box, he'll continue firing lasers at you. Dodge
them using the same method and head over to the appropriate switch. Slam it to
inflict one final blow. The square beneath the boss disappears, making him fall
and explode. Once the squares lower completely, get the BOSS KEY (3).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Find the door with "R&D" on it. Climb the pole, then go through another door and
switch to Donkey Kong. Use Bananaport #2 to warp to the start, then leave the
level.
==========================----------------------------==========================
| o--------------------------o |
| 4h | DK Isle | ISLE04 |
| o--------------------------o |
--------------------------============================--------------------------
Go over to the right side of the lobby. There's a lever by the wall. Pull it to
make a platform start moving. Use it to reach the ledge above, where you'll find
a Bongo Blast pad. Play your instrument on it and Squawks will come to give you
a GOLDEN BANANA (2). Now go head over to the Tag Barrel in the corner. Switch to
Chunky Kong. Go to the adjacent corner where you'll find a "?" box. Primate
Punch it open to reveal a Kasplat and a Banana Fairy. The Kasplat is the wrong
color, so switch to Tiny Kong. Kill the Kasplat and get the BLUEPRINT (1), then
snap a photo of the BANANA FAIRY (1). Leave the lobby.
We're going to wait to give K. Lumsy the Boss Key since he doesn't open a world
for the 3rd key. Take Bananaport #4, then head counterclockwise around the Isle
and enter the Jungle Japes lobby. Turn left (after holding R) at the start to
find the Tag Barrel. Switch to Chunky Kong and go to the opposite side, where
you'll find a boulder. Destroy it to find a trombone pad. Switch to Lanky Kong,
then play your instrument on the pad. Squawks will bring you a GOLDEN BANANA
(2). Now enter Jungle Japes.
==========================----------------------------==========================
| o--------------------------o |
| 4i | Jungle Japes | JAPES2 |
| o--------------------------o |
--------------------------============================--------------------------
Now's the time to mention that I won't be numbering and telling you to collect
Banana Bunch Coins anymore. You have enough for the game, so just collect them
if you want. Head forward and use Bananaport #1. Use the Tag Barrel to become
Chunky, then head leftward. Continue past the Gnawty and the Zinger over to the
big X. Collect the bananas (5) around the area, then pick up the boulder and
throw it. It will explode to reveal a GOLDEN BANANA (1). Now Simian Slam the big
X three times. It will crack , eventually crumbling and letting you drop in.
Go forward at the start, collecting five bananas (10). Next up is a long and
winding path to the end of the cave. Go slowly and wait for the flames to shoot
to light your path, or you might fall into the abyss below. As you head along
the path, collect the banana bunches (20). At the end, you'll see a demon face
with two Pineapple Switches for eyes. Shoot them both to create sets of vines
leading to ledges on either side. Swing across the ones on the left to get a
GOLDEN BANANA (2). Swing back and then take the right vines to a Kasplat. Defeat
it for a BLUEPRINT (3). Swing back across and head back along the winding
bridge. Continue to the end of the cave and use the barrel kannon to leave.
Head right over to the two Bananaports, then use the Tag Barrel to switch to
Lanky Kong. Jump into the water and press Z to go under. Swim through the middle
of the lake to collect five bananas (5), then surface on the right side. Jump
over to the two Gnawty area and look for the steep slope where you shot the
Peanut Switch with Diddy. Use the Orangstand to get up the slope, getting the
bananas (8). Use the shockwave to unearth the DK Dirt Pile and get a RAINBOW
COIN, then go inside the cave.
Shoot the balloon (18) hovering over the start, then go up the steps in the room
, getting the banana bunches (28). Squawks will ask you if the pegs look a
little loose. On either side of the room you'll see a peg. Simian Slam them both
, highjumping off them for banana bunches (38). Once they're both slammed, a
group of Zingers will appear. Use your shooter to shoot them all down. The
picture of DK Isle will open, letting you get the GOLDEN BANANA (1). Take a
photo of the BANANA FAIRY (1) that appears, then leave the cave.
Cross the river again and use the Tag Barrel to switch to Tiny Kong. Head left
and through the cave near the big X area. Follow the trail of green bananas in
the cave past the first Kasplat and to a purple-haired Kasplat. Kill it for a
BLUEPRINT (4). Continue to find a huge gate. Shoot the Feather Switches on
both sides to open it, then activate BANANAPORT #5. Go over to your right and
you'll find a beehive. Jump into the Tiny barrel to become small, then turn
around. You'll find a log against the wall. Run through the tiny hole in it to
collect three banana bunches (15). Now continue past Bananaport #5 to find
another log. Run through it for more banana bunches (30), then continue to the
back where you will find a stump. There's a mushroom near it, so jump onto it
and Tiny will bounce high into the air. Land on top of the stump, then drop
through the hole to get the GOLDEN BANANA (1).
The cage opens, letting you out. Deactivate the Mini-Monkey, then head back over
to the beehive. Jump into the Tiny barrel next to it and go into the hive's tiny
hole, after getting the banana bunch (35). Head forward and go left. This is the
only unlocked door in the hive so far. Head inside the room to find a purple
Klaptrap. After killing it, shoot the balloon (45). Now slam the Tiny switch to
open the second gate. Go back and head inside the next room, where you should
kill two Klaptraps and slam a switch to open the third room. Head back and go
into the third room. Backflip up the pillar thing in the center. Get the bananas
(53) around near the top, then get the GOLDEN BANANA (2). Go back and leave the
hive.
Head over to the start of this area. Near the entrance to the tunnel is a Tag
Barrel. Use it to switch to Chunky Kong. Go over to the center "platform" with
the four large trees. Jump into the Chunky barrel to become gigantic. Climb all
four trees to get each of the banana bunches (40), then jump from one of the
trees to the Bonus Barrel floating high above.
+=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Mine Cart Mayahem | Difficulty : 4/10 |
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| This is one of the more difficult mini-games you've played so far. You'll be |
| racing around on a mine track above a pit of lava. However, there is also an |
| enemy mine cart racing around the place. If you collide with it, you will |
| lose. The goal is to survive for 30 seconds. Hold Z to speed up, B to slow |
| down, and use the control stick at junctions to switch tracks. The way I |
| play is I hold Z and move towards the center. Now start working your way out |
| of the center before you crash. Repeat this pattern, occasionally using a |
| different strategy to avoid crashing. If you're about to crash and only have |
| a couple seconds left, hold B to delay the crash, which may save you. The |
| most important thing is to KEEP YOUR EYE ON THE TNT CART! If you don't pay |
| attention and just go in and out, you'll most likely get hit. Once the time |
| limit reaches zero, you'll win. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Once the Bonus Barrel breaks, jump into the Hunky Chunky barrel again. Jump from
one of the trees to reach the GOLDEN BANANA (3). Head over to Bananaport #5. Go
through the tunnel, past the two Kasplats, grabbing the bananas (50) along the
way. Dive into the lake and head to Bananaport #4. Teleport to Cranky's area.
Climb the first tree on your left, then jump to the roof of Cranky's lab, where
you'll find a banana bunch (55). Head back into the tunnel and take the left
path, opened by Rambi. At the end of the tunnel you'll find a rock. Throw it to
the wall, then grab the banana bunch (60) that was inside it. Next, shoot the
three balloons (90) hovering above this room. Great, another BANANA MEDAL (3).
Simian Slam the Chunky switch to open a gate hiding a Golden Banana next to
Snide's HQ. You only have 60 seconds, so this will be a close one. Leave the
Rambi rock area and make a left. We're not going to use Bananaport #4. Take a
right at the fork, then swim across the lake. Use Bananaport #2 to reach the
upper level. Head left at the tower and go to Snide's HQ. Grab the GOLDEN BANANA
(4). then go into Snide's HQ and exchange your blueprint for another GOLDEN
BANANA (5).
Drop off of here and land on Funky's roof below. On top of it you'll find two
banana bunches (100). Backflip back to Snide's HQ and switch to Lanky Kong.
Climb the tree for a banana bunch (43), then get the banana bunch (48)
surrounded by coins next to the HQ. Drop down to Funky's, then jump into the
water. Head through the Bananaport #4 tunnel. Make a left at the fork to reach
the Gnawty, then go left to an area you haven't seen before. Get the banana on
the slope (49), then defeat the Kasplat for a BLUEPRINT (5). After shooting the
balloon (59), use the Orangstand to get the three bananas on the right steep
slope to get three bananas (62) and a bunch (67). Now go to the other side and
get the bananas (70) on the opposite slope. Jump into the Bonus barrel.
+=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Speedy Swing Sortie | Difficulty : 1.5/10 |
+~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| One of the easier mini-games, Speedy Swing Sortie requires you to swing |
| across the vines above the trees and collect ten coins. Use mushrooms to |
| bounce to the trees. Bounce on the first mushroom, then swing across the |
| vines to collect nine coins (9). When you land on the last tree, you'll get |
| the tenth coin (10). |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
That earns you a GOLDEN BANANA (2). Head back down the slope and over to the
Gnawty again. Go up the other slope to the Rambi area. Around the Chunky switch
you'll find five bananas (75). That will give you another BANANA MEDAL (4). Head
out of here and continue to Cranky's area. Go to the back of the area and climb
the left tree for a banana bunch (80). Drop down and go to the nearby Lanky
switch. Shoot the balloon (90) above and grab the banana bunch (95), then slam
the Lanky switch. A cage by the barrel kannon opens to reveal a Golden Banana,
but only for 60 seconds. Quickly rush to Bananaport #4 and teleport. Jump into
the water and climb the giant vine that leads to Funky's. Swing across the vines
to the kannon and get the GOLDEN BANANA (3).
Take the barrel kannon up to the second level. Head left, over to the tower
opened by Diddy. Use Bananaport #2 to teleport to the bottom of the level. Head
through the tunnel that connects the main area to the start. Along the way, go
into the mid-point tunnel that you opened with Diddy. In the back, there's a
gate with a Grape Switch. Shoot the switch to open the gate, then get the banana
bunch (100). Jump into the Bonus Barrel.
+=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Mad Maze Maul | Difficulty : 2/10 |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This is one of my favorite mini-games. The object is to kill all the enemies |
| in the maze, then get to the checkered flag in 60 seconds. A counter keeps |
| track of how many enemies are left. Here's an ASCII map of the maze: |
| |
| +-----+ |
| |#####| |
| | | |
| +-------------------+ | |
| | K K K | |
| | +---+ +---------+ |
| | | | | |
| +-----+ | | +-----+ |
| | | | K | |
| +---------+ +-------+ | |
| | K | |
| | +-----------------------+ |
| | | |
| | | |
| |START| |
| +-----+ |
| |
| K means Kritter and ##### is the checkered flag. Go forward and take a right |
| , then kill the Kritter. Ignore the first left and take the second to kill a |
| Kritter, then head back and take the left you passed. Go forward and kill |
| the Kritter, then go left to kill another Kritter. Head back and go the |
| other way to kill the last Kritter, then head around to the corner to the |
| flag. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
You'll get a GOLDEN BANANA (4). Go back to the main area and use the Tag Barrel
to switch to Tiny Kong. Head through the tunnel again. Go all the way to the
start, collecting the bananas (58) as you go. Now go into the tunnel with the
Mad Maze Maul barrel. Go to the left and you'll find another gate. Shoot the
Feather Switch, get the banana bunch (63), then jump into the barrel.
+=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~=+
| Splish Splash Salvage | Difficulty : 3/10 |
+~=~=~=~=~=~=~~=~=~=~=~=+=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~=+
| Welcome to Splish Splash Salvage, the lesser of the two evils (the evils |
| being this and Beaver Bother). The object is to collect all the coins in the |
| underwater barrel. There are four coins on the middle rim, five around the |
| the bottom, and one in the center of the bottom. This is difficult because |
| of the crappy camera view, which makes swimming borderline stupid. Swim down |
| at the bottom to the first silver rim. Go around it, collecting the four |
| coins (4). Use the B button and the Z button for more precise control. Now |
| go to the bottom and swim around it. Avoid the starfish (use the A button to |
| escape them) and get the coins (9) around the bottom. Now swim to the middle |
| and get the last coin (10). |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
That earns you a GOLDEN BANANA (3). Leave the tunnel and head back to the main
area. Swim straight across the lake and head through the tunnel. When you reach
the Gnawty, take the right path to the Rambi rock area. Follow the trail of
purple bananas (70) to a lake, above which is a BANANA FAIRY (2). Shoot the
balloon (80) hovering above the lake for a BANANA MEDAL (5). Now go out and head
to Cranky's area. Climb the tree on the right to get a banana bunch (85). Drop
down from here and go to the left side of the area. Closer to the start you will
find Tiny's switch. Get the banana bunch (95) and shoot the balloon (100), then
slam the switch to open an alcove just above the water in the lake, revealing a
Golden Banana. You only have 30 seconds, so rush to Bananaport #4 and teleport.
Jump into the water and head along the left, then jump into the alcove and get
the GOLDEN BANANA (4).
Head across the lake and use Bananaport #2 to reach the top of the level. Go
leftward and head into Snide's HQ. Exchange your blueprint for a GOLDEN BANANA
(5). Switch to Lanky and get his GOLDEN BANANA (5) from Snide, then switch to
Chunky Kong and warp to the bottom of the level. Warp to the very start and
leave Jungle Japes.
==========================----------------------------==========================
| o--------------------------o |
| 4j | DK Isle | ISLE05 |
| o--------------------------o |
--------------------------============================--------------------------
Leave the Jungle Japes lobby. Head over to the start of the isle and use
Bananaport #2 to teleport to Angry Aztec. Before you head in, go right along the
cliff ledge. There are two boulders covering music pads. Destroy the first one
to reveal a Trombone Tremor pad and the second one to reveal a triangle pad.
Play your triangle on the pad and Squawks will bring you a GOLDEN BANANA (1).
If you look down from where the ledge narrows and meets the cliff face, you
should see the grassy ledge leading to the vines that take you to the Angry
Aztec entrance. Drop down here and use your shockwave to uncover the DK Dirt
Pile for a RAINBOW COIN. From here, drop down to the shore and continue
clockwise until you reach BANANAPORT #3 in front of a waterfall.
Use Bananaport #3 to warp to the start, then swap to Lanky Kong and take
Bananaport #2. Head over to the trombone pad and play your instrument. Squawks
will come and tell you he's found one of Cranky's special barrels. A Diddy
barrel will appear on a floating island you haven't seen before (this is the
entrance to Fungi Forest). Go inside the Angry Aztec lobby. Switch to Diddy Kong
and Chimpy Charge the two gongs. A floor piece opens and a Bonus Barrel raises.
Now switch to Tiny Kong and head up the stairs. From the edge of the platform
with the DK Portal, Ponytail Twirl into the Bonus Barrel.
+=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Big Bug Bash | Difficulty : 2.5/10 |
+~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~-+
| You actually control a fly swatter in this mini-game. Use the joystick to |
| move it around the barrel and press A to swat. The object is to kill eight |
| flies in 60 seconds. They are fast as hell, so you'll have to lead your |
| shots and move the swatter irregularly. I recommend staying close to the |
| center and moving your swatter in crazy directions. I find I hit the flies |
| most often when I move the swatter northwest, northeast, southwest, or |
| southeast. Once your hit counter reaches zero, you'll win! |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
You get another GOLDEN BANANA (2). Head to the left side of the room and you'll
see a closed secret door. Shoot the Feather Switch next to it to open the door,
then switch to Chunky Kong. Go through the passage opened up by Tiny Kong. At
the end, shoot the two Zingers in the room to make a Chunky barrel appear. Jump
into it to become huge, then Simian Slam the table. A part of the wall under the
DK Portal turns around to reveal Chunky's Wrinkly Door. Head back and enter the
second world.
==========================----------------------------==========================
| o--------------------------o |
| 4k | Angry Aztec | AZTEC2 |
| o--------------------------o |
--------------------------============================--------------------------
Swing across the vines at the start, then collect the five bananas (5) as you
head to the second quicksand gap. Go back to the end of the first quicksand pool
and look on the side. Shoot the two Pineapple Switches to open a large door.
Shoot down all the Zingers in the room or this will be a pain in the ass. Head
around the room, going down each branch to get the four banana bunches (25).
You'll find four jugs at the end of each branch. They all have symbols, and the
objective is to put all the jugs on the corresponding symbols in the middle of
the room. To pick it up, press B, and press Z to put it down. If you fall in the
quicksand or get hit by a Zinger bomb, you will drop the jug and have to go back
and fetch it again. Here is the solution to the puzzle:
+---+ +---+
| ^ | | X |
+---+ +---+
+---+ +---+
| : | | ^ |
+---+---+---+
| O |
+---+---+---+
| X | | O |
+---+ +---+
+---+
| : |
+---+
Note that you should do the center jug first, because if it touches the others,
it will explode. Once you've finished the puzzle, you get a GOLDEN BANANA (1).
Head out of this chamber and take Bananaport #1 to the first main area. Jump to
the quicksand island with the Tag Barrel and use the shockwave to unearth the
DK Dirt Pile. This lets you snag a RAINBOW COIN. Now head over to the scary-face
temple. Go to the left side and shoot the second switch to open the door and
head inside.
Once you have the camera turned around, go to the northwest corner. You'll find
some oranges and five banana bunches (50). Head along the wall back to the start
and notice the passage in the corner. Get the green bananas (53), kill the
Klobbers, then get the banana (54) on the music pad and play your instrument.
The door ahead will open. Approach the Golden Banana inside and it will go
beneath a trapdoor. Keep going and a snake will open to release four Klaptraps.
Each time you defeat a group, the walls will turn and another set will be
unleahsed. They don't have teeth like the normal ones, so just use a moving
attack to wipe them out. Once you've defeated them all, you'll be able to take
the GOLDEN BANANA (2).
Head outside this area and go past the Klobbers. Jump into the lake in the
temple and dive down under. Head through the big tunnel and continue past the
starfish. Head forward into the room where Lanky shot down the vulture. Backflip
up to the Lanky switch, where you'll be able to shoot the balloon hovering above
the entrance (54). Now swim back and leave the temple.
Go straightish forward over to the tunnel connecting the two main areas. In the
room with the purple Kasplat, go over to the left and jump into the Chunky
barrel you should find. Continue through the tunnel to the part with the three
Klaptraps. On your right you'll find a giant boulder. Pick it up and return to
the Kasplat room, then place the boulder on top of the table to lift the cage in
the Klaptrap room. Deactivate the Hunky Chunky and head back to the cage. Jump
into the Bonus Barrel you can now access.
+=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Busy Barrel Barrage | Difficulty : 2.5/10 |
+~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This is perhaps the most barbaric bonus game of DK64. Baddies will come at |
| you (you're in the center, armed with your shooter) and you have to shoot |
| them constantly. If you get hit by even one, you lose. The goal is to |
| survive for 45 seconds. Since you can only spin around, the best strategy is |
| to aim in circles and fire at them one by one. You have unlimited ammo, so |
| feel free to mash B all you want. Once one Kritter is dead, kill the next, |
| but be quick about it. While they regenerate, point your gun at the one that |
| you killed first. Continue this pattern and you should win easily. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Once you survive, you'll earn a GOLDEN BANANA (3). Continue through the tunnel
to the second main area. Head forward and go all the way around the totem pole.
You'll need to jump some quicksand gaps and swing across the vines at the one
with the big door. As you go around, collect all the bananas (74). Go left when
you're done and jump the quicksand gap. Head over to the five-door temple and
switch to Tiny Kong. Get the bananas (75) on the path leading to the temple,
netting you a BANANA MEDAL (4), then climb all five trees around the temple.
Remember that there's quicksand below, so you'll have to be careful. Atop all
five trees you'll find banana bunches (100). Now shoot the Feather Switch on the
second floor of the temple and head in the door.
+-----+ +-----+
|__G__| |__C__|
|_____| |_____|
| +---+-----+---+ |
| [ F ] |
+---------+ C +---------+
|_____|
|_____|
+-----+ +---------+ +---------+ +-----+
| | |B B| | |
| ! |---o +-------------+ o---| |
| | |_____| |_____| | |
+-----+ |_____| |_____| +-----+
| +---+-----+---+ |
| [ F ] |
+---------+ C +---------+
| |
|START|
+-----+
Legend:
F - Feather Switch C - Banana Bunch Coin o - Tiny Hole G - Golden Banana.
[ - Openable door _ - Stairs B - Tiny Barrel ! - Banana Fairy
Shoot the switch at the start and head left, around the corner. Jump into the
Tiny barrel up the steps and go through the tiny hole in the wall. In this room,
you'll have to take a photo of the BANANA FAIRY (1). Go back through the hole
and deactivate the move. Go to the middle and up the steps on the left, then
shoot the Feather Switch. Head around the corner on the left and take the GOLDEN
BANANA (5). A crosshair will appear and you'll be given a time limit to get out.
Quickly follow the map out before you're killed.
Cross the bridge again and head left. Jump the quicksand gap and go over to the
llama temple. Shoot the switch in the back and go inside. Drop down and take
Bananaport #1 to the Tag Barrel. Head down the giant stairs ahead over to where
you went through the tiny pipe. You'll find another BANANA FAIRY (2). Take
Bananaport #1 back, then head up the stairs on the left side and leave the
temple. Go right, jump the quicksand gap, and head back to the quicksand bridge.
Jump into the Tag Barrel and switch to Chunky Kong. Cross the bridge and head up
the stairs on the left, then shoot the Pineapple Switch above the right door and
head inside.
+-----+-----+ +-----------+
|P C || | | C || +|
+-----+ K +-+-----+-+ +-----+
| [ P ] |
+-------+__C__+-------+
|_____|
+-----+ +-----+
| DK |
| +-----+ |
| C |
+-----+_____+-----+
|_____|
+-----+----+ +----+-----+
| ! ! |
| +---------------+ |
|_____| |_____|
|_____| |_____|
| +----+-----+----+ |
| [ S ] |
+----------+ +----------+
|START|
+-----+
Legend:
P - Pineapple Switch C - Banana Bunch Coin G - Golden Banana B - Balloon
[ - Openable door _ - Stairs ! - Klobber DK - Dirt Pile
| - Stairs (In Map) + - Bonus Barrel
Shoot the switch at the start and head around either corner. Kill the Klobber,
then go to the middle and head up the stairs. Take the left path and shoot the
balloon (84), giving you a BANANA MEDAL (5). Now go back and take the right
path. Shoot another balloon (94), then continue around the corner. Kill the
Klobber, then unearth the DK Dirt Pile in the middle for a RAINBOW COIN. Head up
the stairs and shoot the switch. Take the left path and kill the Kasplat for a
BLUEPRINT (5). Head up the stairs on your left and shoot the Pineapple Switch.
Nothing appears to happen, but you'll see why in a second. Continue back to the
last Pineapple Switch and take the other path. A new set of stairs has opened on
the right. Here you'll find a Bonus Barrel.
+=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Kremling Kosh | Difficulty : 2.5/10 |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Like Krazy Kong Klamor, this game requires good reflexes. You'll be using |
| the A button watermelon gun (shoot the center watermelon piece to reload, |
| since you only get five shots) to shoot Kremlings that pop out of the |
| barrels. The red ones (which pop out and go back in very quickly) are worth |
| two points while the green ones are worth one. You have 60 seconds to score |
| 18 points. Also like KKK, this is mostly just a test of your reflexes, so I |
| really can't provide many tips. You need to anticipate the red Kremlings to |
| score more points. Constantly shoot the Kremlings and be moving your gun to |
| score the most points. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Grab the GOLDEN BANANA (4). A timer will start. Rush out of the temple,
following the map, before the timer runs out, or you'll be shot and lose a melon
slice. Once out, head back across the winding bridge. Go forward and climb the
tree on the right, by Funky's armory. Swing across the vines. Head leftish and
over to the steps leading to the Tag Barrel. On the steps on the left and right
you'll find Chunky's last bananas (100). Head into Snide's HQ and exchange the
blueprint for a GOLDEN BANANA (5).
Climb the tree near the foot of the stairs and roll jump to the Diddy barrel. Go
down the stairs and take Bananaport #2 to the first area. Head over to Candy's
shop and use Bananaport #1. Turn around, then cross the quicksand gap and leave
this level for good.
==========================----------------------------==========================
| o--------------------------o |
| 4l | DK Isle | ISLE06 |
| o--------------------------o |
--------------------------============================--------------------------
Leave the Angry Aztec lobby, then use Bananaport #2 to warp to the bottom of the
isle. Swim forward and dive under. Go to the right around the base of K. Rool's
ship, where you'll find an opening. Swim through it, then head through the
underwater tunnel and surface at the end. Jump to the land and you'll find a
green-haired Kasplat. The Chunky switch is blue, which means we can't activate
it right now. Kill the Kasplat for a BLUEPRINT (2). Backflip up to B. Locker and
he'll open the door for you, since you only need 30 Golden Bananas. Head into
the fourth world.
==========================----------------------------==========================
| o--------------------------o |
| 4m | Gloomy Galleon | GLOOMG |
| o--------------------------o |
--------------------------============================--------------------------
Moves - All Kongs - Upgrade 1
Difficulty - 5.5/10
Enemies - Kaboom, Kasplat, Klam, Klobber, Klump, Kosha, Kritter, Puftup,
Shuri
K. Rool realizes he underestimed the Kongs and asks his chief technician if the
Blast-o-Matic is almost ready. There are a few technical problems, however, and
all his men are lazy. K. Rool orders his Klaptraps to make sure no one leaves
until the machine is ready.
Near the start is a gate on your right. Shoot the two pinapple switches next to
it and it will open. Instead of going through, continue forward through the
tunnel. and pass the Tag Barrel. Collect the green bananas (2) and you'll be in
a sunken ship area. First, activate BANANAPORT #1. Now turn to the right and get
the banana bunch (7) on BANANAPORT #2, which is on a crate. Go through the
sunken ship, getting the bananas (12). You'll need to kill a Kaboom and a
Klobber as well. Here you'll find three chests. Primate Punch the middle one for
Headphones, the right one for a GOLDEN BANANA (1), and the left one for a BANANA
FAIRY (1).
Head back to the front of the ship and use the barrel kannon to be blasted to a
high up platform. Swing across the vines to reach BANANAPORT #3. Turn right and
get the three bananas (15) along the narrow ledge, then drop down and turn
around. You should see a Kaboom in front of another barrel kannon. Go past the
barrel kannon over to the side of the big ship. Primate Punch the gate to bust
it, then use the Battle Arena Pad.
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #4 - More Kritter Karnage | Difficulty : 2/10 |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| You'll be facing four Kritters for 45 seconds in this arena. I find the best |
| method for this battle is to simply run around the arena pressing B. Using |
| the moving attack allows you to bash the Kremlings as they regenerate with |
| ease. Once the 45 second time limit is up, backflip to get your BATTLE ARENA |
| CROWN (4). |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Head back through this area past the two Kabooms and into the entrance tunnel.
Jump into the Tag Barrel and switch to Donkey Kong. Head into the sunken ship
area and go through the ship to where Chunky found the three chests. Shoot the
yellow balloon (10), then go back to the Tag Barrel. Follow the purple banana
trails on your left to find a big gate. Shoot the two Coconut Switches to open
the way to the lighthouse area. First, there are two underwater buttons in the
lighthouse. You can use them to change the water level from high to low or low
to high, allowing you to accomplish certain tasks. Jump into the water and dive
under. Swim into the green up arrow button to raise the water level, allowing
you to reach the lighthouse. Jump onto the treasure chest and use your gun to
shoot the balloon (20) hovering here. Now use the Donkey pad.
For the first time, this barrel blasting course has forks in it. Take the upper
barrel, which has a banana bunch (25) first, then continue shooting. When you
come back to the start again, blast to the lower barrel. Shoot to the left
barrel for a banana bunch (30). Eventually, you'll reach the start AGAIN. Blast
to the lower barrel but take the right barrel this time. Once you reach a barrel
that rotates a full 360 degrees, shoot to the second barrel with a coin. You'll
get a banana bunch (35) next, then blast to the DK Star.
A seal in a cage will be freed. He'll head off to another area, where a gate
behind him opens. Continue leftward over to BANANAPORT #1, then BANANAPORT #5.
Pound the nearby DK switch to make a gate open. Climb the ladder and enter the
lighthouse. Shoot the balloon (45) on the left side, then head around to the
left, where you'll find a DK pile. Unearth it to get a RAINBOW COIN, then go
back to the front. Climb the ladder and grab the obvious banana bunch (50). If
you've ever played Super Mario 64, you'll recognize this Whomp's Fortress esque
tower immediately. Jump along the platforms. Every other platform moves in and
out, so you'll have to time it or you'll drop to the bottom. After the
banana bunch (55), the platforms start to go up and down, making things a bit
different. You'll collect another banana bunch (60) along the way. Once you
reach the top, grab the fourth bunch (65) and pull the lever. The lighthouse
will turn on and a giant gate in the bay will open, letting K. Rool's enormous
ship in. Drop to the bottom of the entire room so you can get the GOLDEN BANANA
(1) that appears, then leave.
Climb down the ladder and face the crate that leads to the area's exit. Dive
down into the water to find an Enguarde crate and a Tag Barrel. Switch to Lanky
Kong. Grab the five bananas (5) under the crate, then swim into the crate to be
transformed into Enguarde. The controls are the same as they are for Rambi. Go
over to the right and you'll find a chest. Press B to break it (Enguarde can't
collect Lanky's items, sadly). Swim down the drop off and break another chest.
Continue further down to find a weird shell house with some teeth around it.
Head to the left side and break a chest (this one contains a Golden Banana),
then head directly above the shell house to find an Enguarde rock. Bust it open
with the super charge (Z+B), then continue around to the right of the shell
house and up the cliff face. There's another chest here. Go up another cliff
and break another chest. You'll be back where you started, so detransform. Swim
around the entire area and collect all the banana bunches (25) you uncovered
plus the GOLDEN BANANA (1).
Now use the Tag Barrel to switch to Diddy Kong. Swim up and jump to the
lighthouse platform. Backflip to the treasure chest with the Donkey pad and look
across the water. You should see the seal cage, with red coins on top, and a
balloon (10) that you should shoot. Now wait for K. Rool's ship to come to you.
As ridiculous as it sounds, it's possible to roll jump and then tail spin over
to ship. Once you've landed, slam the Diddy switch behind the mast. A cannon
will fire a Golden Banana to the top of the lighthouse. Jump back into the water
and hit the red arrow switch, which is on the back. You'll be shown a cut-scene,
which prevents you from doing the trick I'm telling you to do. Raise the water
again, then lower it. Although it sounds difficult, if you quickly swim to the
top of the water, you can jump to the lighthouse before the water level becomes
too low. Once on the ship, backflip to a treasure chest where you'll find a
Diddy barrel. Jump into it and fly to the top of the lighthouse. Land on the top
to get the GOLDEN BANANA (1).
Play Guitar Gazump on the pad to make a giant mechanical fish rise out of a
grate in another area. You've got 90 seconds, so drop to the "rim" below the top
and get the two banana bunches (20). Drop to the bottom and head into the water.
Rush back to the crate and use it to climb to the tunnel. Head past the
Kritter. Continue through another tunnel ahead, avoid the Kosha, then shoot the
two Peanut Switches to open the gate. Jump in and swim directly forward past a
sunken ship. When the fish opens its mouth, head in.
For me, on my first try, this was the most difficult and last Golden Banana I
got. First, take position on one of the rafts in the room and shoot the damn
Zinger. Now face the giant heart with the fan. The fan is spinning around. It
alternates between covering the bottom light and the two lights on top. The goal
is to shoot all three lights in 100 seconds. You need to wait for the fan to
rotate to shoot. The best method is to start with one of the top lights, or it
will take an extra spin. Now, shoot the next light before the fan fully stops
(when it's slowing down) or you won't be able to shoot each of them three times
(which breaks them) in 100 seconds. Major props to Jeffseven for this strategy.
Once you win, you'll earn a GOLDEN BANANA (2).
You'll exit automatically after getting the prize. You should appear right in
front of the sunken ship. Turn around and swim over to the cage where the big
fish came out. Around it you'll find four banana bunches (40). Now head back to
the sunken ship. Swim right and you'll find a second sunken ship, this one on
its side. Head around it for some bananas (50). Now go back to the other sunken
ship and head forward into a narrow "valley" type area with a few rafts. At the
start, activate BANANAPORT #5. Continue and you'll find Funky's shop. Use it to
refill your ammo.
Now swim over to the big cactus thing and shoot the balloon (60) hovering above.
Next, use Guitar Gazump on the music pad to open up the number two door of the
sunken ship for 60 seconds. Quickly dive under and swim back throguh the valley.
The side facing the mechanical fish has doors 2-3 while the opposite side has
doors 4-5. #1 is on top of the ship. Swim through the left door. Head through
(Glimmer the fish will light your way with a flashlight) and collect the four
bananas (64). Once in the main room, go to the corners on your left and right to
collect a couple of banana bunches (74). Now head to the back and enter the
Bonus Barrel.
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| Splish Splash Salvage | Difficulty : 7/10 |
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| Yes, it's time for this horror again. Like before, the object is to collect |
| all the coins in the underwater barrel. There are two coins a bit outward |
| from the middle rim, four on the bottom, and one in the middle. Once you've |
| gotten the first seven coins, the water level raises. You need to swim to |
| the top and swing across the vines to the last coin. At the start, head down |
| to the rim. The coins are in northeast and southwest positions. Since it's |
| hard to see if you're lined up with the coin because they're not ON the rim, |
| it's good to use the Z and B button for more precise control. Once you have |
| them (2), dive to the bottom and swim around for four coins (6). Get the one |
| in the middle (7), then rush to the top of the barrel. Swing across the |
| vines to reach the final coin (8). |
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After winning, get your GOLDEN BANANA (3) and leave the ship. Swim down the
valley that leads to Funky's and use the Tag Barrel in front of the cactus to
switch to Donkey Kong. Backflip to the branch of the cactus on the left and use
the Bongo Blast to open door #3. Swim over to the sunken ship and to the right
side. Go into the door. Glimmer will assist you once more, so head forward and
eventually collect three bananas (68). Go right and get the three bananas (71).
You'll find three coins at the end. Head back and go left. Collect the bananas
on your right (74), then head back the other way, getting the last banana (75),
which gives you a BANANA MEDAL (1). Swim into a cage with a Bonus Barrel and
swim into it.
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| Krazy Kong Klamour | Difficulty : 3/10 |
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| This game is rather odd. It's set up like Teetering Turtle Trouble with a |
| three-by-six row and a watermelon gun. Press A to fire. You have five shots |
| before you need to shoot the center watermelon button to reload. The object |
| is to shoot the Golden Bananas. You have to reduce your counter to 0 by |
| hitting 15 bananas. However, the lights flicker on and off and the position |
| of the Golden Banana keeps changing. You can't shoot something while it's |
| dark. If you shoot one of the Kongs in the rows, the counter will go up by |
| one, making it more difficult. You need to shoot more Golden Bananas this |
| time, and the lights also flicker faster. There isn't much to write about in |
| the way of tips. It's really just a test of reflexes. You need to aim and |
| fire at the Golden Banana very quickly. With enough tries, you should get |
| it. |
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Once you win, you'll earn a GOLDEN BANANA (2). Make a right U-turn as you head
out of the cage. You should see the path out. Follow it and leave the ship. Swim
to the front ship, facing the path to Funky's. Go to the bottom and look for a
ship-like log-type thing. Actually I think it's just a ship. Yeah. Swim through
it to collect three banana bunches (90). Head to the top of the big ship with
all the doors. There's a Tag Barrel here, so use it to switch to Diddy Kong.
Use the crate to head back to the entrance tunnel. Go across into the lighthouse
area. We have a couple things to do here. Head over to the right side. Along the
wall you'll find an alcove. Jump into it and kill the Kasplat for a BLUEPRINT
(1). Jump in and head to the lighthouse. Use the green switch to raise the water
level, then head to the other side of the area. Left of the gate that the big
ship came out of is Snide's HQ. After activating BANANAPORT #3, go in and
exchange the blueprint for a GOLDEN BANANA (4).
Leave the lighthouse area using the crate and use the Tag Barrel in the tunnel
to swtich to Lanky. Make a left and collect the blue bananas (30) as you head
back to the start. Head through the gate you opened with Chunky. In this room,
you'll find a bunch of supports holding up wooden platforms. Kill the Kasplat
wandering on these planks and get the BLUEPRINT (2). Head back into the tunnel
and continue past the Tag Barrel, into the sunken ship on land area. Go past the
first barrel kannon and to the second. Go to where you found the Battle Arena
Pad and shoot the two banana balloons (50). Head back to the main tunnel and
make a right to where the Kosha is. In an alcove on your right you'll find a
Lanky switch. Slam it to open a gate in a different sunken ship for thirty
seconds.
Quickly jump into the water ahead and swim down to your left. In a big
"clearing" area you should see a ship sticking up. Head over to it and swim
through the lower door. Collect the trail of blue bananas (55) as you head
forward, then transform into Enguarde. Turn around and bust the chest on the
right side of the room (the other chests only contain coins) to reveal a
passage. Detransform, then swim through the passage. At the end, get the banana
bunch (60), plus the GOLDEN BANANA (2). Go back through the passage and leave
the ship.
Leave the lighthouse area using the crate and use the Tag Barrel in the tunnel
to switch to Lanky. Head across to the other water area, but before jumping in,
shoot the balloon (70) above the water. Now dive and go over to the top of the
sunken ship. Collect the banana bunch (75) under the Enguarde crate, earning a
BANANA MEDAL (2), then transform. The chests contain mere coins, so head to the
top of the water. Across from the crate leading out of here, near the back, is a
DK star in the air. Swim towards it and surface. Enguarde will fly through the
air and through the star. Fly through it three times and a nearby gate will
open.
Head down to the Tag Barrel above the sunken ship and switch to Diddy Kong.
Swim straight throuh the tunnel you just opened, collecting the bananas (80),
and thus a BANANA MEDAL (3). The new room has a couple of gigantic coin stacks.
Jump onto the coin stack on the right and equip your shooter. Shoot the balloon
(90) hovering over the water for a BANANA MEDAL (3), then Simian Spring up the
coin stack. Go past the yellow-haired Kasplat and climb up the coins on the
left. Use the Diddy pad to spring to the top, where you'll find a Bonus Barrel.
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| Stealthy Snoop | Difficulty : 5/10 |
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| Stealthy Snoop is a mini-game that I found to be hell on my first time |
| through. My sense of direction has drastically improved, so it's pretty easy |
| now. The object is to reach the checkerd flag within 70 seconds. There's a |
| catch, however. Not only are you in a maze, but there are also security |
| guards in the maze. If you get caught by the light emitted from their |
| flashlights, you have to start over. The best method is to wait until only |
| half of the path is covered by light, then sneak past. The long jump can be |
| useful for this. The key is not to rush. Getting caught is more dangerous |
| than running out of time. I'll provide a map to make your life easier: |
| |
| +----------+ |
| | | |
| +-----+ | |
| | G | |
| +-----------------+ | |
| | G | |
| +----+ | +------------+ | |
| | | | G | | G | |
| | | | | | | |
| | +----+ +---------+ | | |
| | G G | | | |
| +---------+ +----+ | | G | |
| | | | | | | |
| | | | | |####| +----+ |
| | | +----+ +----+ | | |
| | | | | |
| | +--------------------+ | |
| | G G G | |
| +-------------+ +-----------+ |
| | | |
| | | |
| | ST | |
| +----+ |
| |
| As you can plainly see, the maze is a lot more complicated than the first. |
| The G's indicate security guards, ST means start, and #### is the flag. So |
| head forward, dodging the security guard. Head past the guard on your left, |
| then avoid another as you head around the corner. You'll come to three paths |
| , each with a guard. Sneak past the one ahead of you as you go around the |
| corner, then avoid another guard. Next up, take a right and head past two |
| guards to find the exit. |
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Get the GOLDEN BANANA (5). BANANAPORT #4 appears a few coins below (it's
activated by default), so drop into the water below. Use the Tag Barrel nearby
to switch to Lanky Kong, then jump onto the other coin stack and get the banana
(76). Float up to another banana (77), then use the next pad to continue upward
to a banana (78) on your right. Jump to the Crystal Coconut on your left and
backflip to the Lanky pad. Float upward to a banana (79), then head up and
around the coins. Once you reach the top, go next to the barrel to find a banana
(80). Now hop into the Bonus Barrel.
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| Searchlight Seek | Difficulty : 1.5/10 |
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| This game is another melon game, though you have unlimited shots and can aim |
| freely. Press A to shoot. As you move the gun, the limited amount of light |
| you have will move with it. A Klaptrap is wandering around the barrel. Shoot |
| it to reduce your counter. You have 60 seconds to shoot four of them. This |
| game is quite easy so long as you lead your shots. Once you spot a Klaptrap, |
| fire a melon in the direction it appears to be moving. Keep your gun in the |
| same general area, as the Klaptraps regenerate close to where they die. |
| After hitting, four, you'll win the game. |
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Take your GOLDEN BANANA (3), then drop down and switch to Tiny Kong. Finally!
Jump onto the Lanky pad and shoot the balloon (10) hovering in the northwest
corner. Now hop into the Tiny barrel above the chest in the back. Get the banana
bunch (15) below and swim through the lock. Turn the camera around and you'll
see an extremely disturbing clam that looks like something straight out of a
Stephen King novel. Wait for its mouth to open, then swim in and get the pearl.
Swim out when its safe. In each corner of the room, there is a clam atop a big
coin stack. Head up to each clam and use the same strategy to snag its pearl.
Once you have all five pearls, head out of the treasure chest.
Swim back through the tunnel leading out of this room. Head straight across to
the crate and use it to get back to the tunnel. Continue heading forward until
you reach the Tag Barrel, grabbing the bananas (19). Make a right and then
continue to the room with Lanky's blueprint, which will be on the left. Along
the wooden platforms are three banana bunches (34). Go back to the start and
head forward into the sunken ship place. Take the first barrel kannon up to the
platform, then swing across the vines to Bananaport #3, which has a banana bunch
(39). Play your instrument to kill the Kasplat on your left, then get the
bananas (42) as you head over to the BLUEPRINT (3). Go back and use Bananaport
#3.
After getting another banana bunch (47), shoot the balloon by the HQ (57), then
head inside and exchange the blueprint for a GOLDEN BANANA (1), plus a DK Isle
GOLDEN BANANA (3) You're in the lighthouse area, so hop in and swim directly
down. Northwest of where you will be as you swim down is the weird shell house.
Swim over to it and go into the Tiny barrel in front of the shell. Head into
the tiny opening in the shell. You'll meet a mermaid. If you collected all five
pearls like I told you to, she'll stop boo-hooing and give you a GOLDEN BANANA
(2). Leave her house.
Head over to the lighthouse and use the red switch to lower the water level.
Swim to the side of the place opposite Snide's to find the alcove where Diddy
got his blueprint. Kill the Kasplat, then shoot the balloon (67). Tiny has
nothing else to do here, so head to the crate. Go forward through the tunnel
over to the Kosha, grabbing the bananas (72). At the end of the path to the
second water area is a left alcove. Smash the Tiny switch in here to open the
top door of the second sunken ship. Hop into the water and swim over to your
left to find the ship. Swim into the second door. Swim to the right corners of
the room. You'll find banana bunches in them (82). That gives you a BANANA MEDAL
(4). On the same side of the room, in the middle, you'll find a crack in the
wall. Swim through it and head left to the Bonus Barrel.
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| Kremling Kosh | Difficulty : 3/10 |
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| Like Krazy Kong Klamor, this game requires good reflexes. You'll be using |
| the A button watermelon gun (shoot the center watermelon piece to reload, |
| since you only get five shots) to shoot Kremlings that pop out of the |
| barrels. The red ones (which pop out and go back in very quickly) are worth |
| two points while the green ones are worth one. You have 60 seconds to score |
| 22 points. Also like KKK, this is mostly just a test of your reflexes, so I |
| really can't provide many tips. You need to anticipate the red Kremlings to |
| score more points. Constantly shoot the Kremlings and be moving your gun to |
| score the most points. When you need to, reload. You need to shoot quickly |
| and aggresively to win. |
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After getting your GOLDEN BANANA (3), swim back through the crack and then
through the exit in the ceiling. Head directly across over to the Funky Kong
"valley". However, head under the rafts and the surface and you'll find a
winding path leading to a sunken submarine. Head to the top of the submarine and
use the Tiny barrel to shrink, then swim across the "bar" the barrel is above.
There's a tiny hole on the tip of the bar for you to enter. Swim over to the
controls in the back. Behind them is a Bonus Barrel.
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| Big Bug Bash | Difficulty : 2.5/10 |
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| You actually control a fly swatter in this mini-game. Use the joystick to |
| move it around the barrel and press A to swat. The object is to kill six |
| flies in 60 seconds. They are fast as hell, so you'll have to lead your |
| shots and move the swatter irregularly. I recommend staying close to the |
| center and moving your swatter in crazy directions. I find I hit the flies |
| most often when I move the swatter northwest, northeast, southwest, or |
| southeast. Once your hit counter reaches zero, you'll win! |
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After getting the GOLDEN BANANA (4), leave the sub. Swim upward to reach Funky's
place. Swim on to the cactus, then go to the back branch (backflip from the
guitar pad to reach it) and play your saxophone on the pad. This opens door #5.
That means you want to go to the left side as you head towards the ship. Hop
into the water and rush towards the sunken ship, then head around and enter door
#5. Head right, following the trail of bananas (86). Now you'll reach a fork,
with a cage directly ahead. Go left, sticking towards the left side where the
bars are. At the end, you'll find a cage guarded by a starfish. Inside it is a
GOLDEN BANANA (5). What would be the simple task of grabbing it is made
frustrating by the horrible and unalterable camera angle.
Now head out of the cage and collect the bananas (88) ahead and on your right.
Next, collect the banana bunch near the end of the path (93). Go back to the
fork by the cage and head the other way. There are two bananas (95), plus a
banana bunch on the side (100). Now look at the cage on your right. Take a
picture of the BANANA FAIRY (2). You've got everything for Tiny, so find the
bone arrow and leave the ship. Head over to Funky's valley and use the Tag
Barrel in front of the cactus to switch to Lanky Kong.
In the back of the cactus you'll find a trombone pad with a banana bunch (85).
Play your instrument on it to open door #4. Swim back to the ship and head into
it (it's on the left side of the ship). Follow the passage until you reach a
large room with a carpet. Go to the two right corners for two banana bunches
(95), then the top-left one for the final bunch (100). In the middle of the left
side is a four-poster bed with a GOLDEN BANANA (4). Once you have it, leave the
ship.
Head to the top of the ship and switch to Chunky Kong, who we haven't touched in
ages. Go to the side of the ship where doors 2-3 are and you'll find another
log-type ship deck thing at the bottom. Swim through it for three banana bunches
(30), then surface. Head over to the start of the "Funky valley" and use
Bananaport #5 on the raft to reach the top of the lighthouse. Jump onto the
chest with the Diddy barrel, which is right next to you. When the ship comes to
you, roll jump attack (B+A+B) to it. Now backflip to the poopdeck of the ship
and you'll find a trapdoor. Simian Slam it to bust it open.
Head forward past the cannonballs. Turn the camera sideways so you can have a
better view and wait for a cannonball to fire before crossing. Collect the four
banana bunches (50). At the end, go right and Primate Punch the gate open. There
are a bunch of barrels spinning around. First, get the bunch (55). You have to
Primate Punch the Chunky-marked parts of the barrel open in order to destroy
them. As you go on, the barrels get faster. Once you destroy the final one, you
will earn a GOLDEN BANANA (2).
For reasons unknown, Chunky becomes seasick and starts wobbling like a drunk.
The control stick is reversed, so hold the controller upside down. Carefully
make your way past the cannonballs to the barrel kannon, which propels you out
of here. You appear on the lighthouse, so jump into the water below. Go to the
bottom of the lighthouse and swim around its base for ten bananas (65). Now head
back to the surface. Find the alcove with Diddy's Kasplat and play your triangle
on the music pad. The door on top of the sunken ship will open. Okay, you'll
have to be quick to do this in 60 seconds, so hop back into the water and raise
the water level. Jump onto the lighthouse and use Bananaport #5 to return to the
other area. Rush to the sunken ship and swim through the top entrance. Swim to
the bottom and head around. In one corner, you'll find a Bonus Barrel above a
coin stack.
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| Batty Barrel Bandit | Difficulty : 4/10 |
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| This game works like a slot machine in a casino. Hooray for gambling. Anyway |
| , the objective is to line up four Golden Bananas in the machine three |
| times. The hit counter on the top of the screen shows you how many jackpots |
| you have still have to hit. Press A to a slot. If you hit an item other than |
| a banana, press A rapidly to reset the machine. You also have to press A to |
| start the game. Since the wheel moves slowly, you can just hit the button |
| when you see the Golden Banana. If you time it well, you should get it. Your |
| biggest threat is freaking out and just ramming the A button. That will kill |
| you for sure. Towards the end, you'll need to have good reflexes or predict |
| the banana. The wheel is much faster for the last round. If you remain calm, |
| you shouldn't have too much trouble. |
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After collecting your GOLDEN BANANA (3), exit. Go over to Bananaport #5. Follow
the "valley" to Funky's shop. Play the Triangle Trample on Donkey's pad to kill
the Kasplat, then backflip to the BLUEPRINT (4). Quickly shoot the balloon (75)
floating around the cactus. That gives you a BANANA MEDAL (5). Swim back through
the valley over to the sunken ship. Head forward over to the area with the two-
entrance sunken ship. Shoot the banana balloon (85) above the water from the
raft, then get the banana bunch (90) above BANANAPORT #2 and warp.
You appear on the crate in the sunken ship area. Head back through the main
tunnel to the start and go inside to the room with Lanky's Kasplat. First, kill
the Kasplat. Now quickly head to the right side of the platforms and pick up the
kannonball. Jump over the platforms as you head to the opposite side, where you
must place the ball in the kannon. This is a bit difficult. The object is to
shoot three targets that move in crzy-ass patterns in a limited amount of time.
You only get six shots, so be careful. Press Z to fire. Turn to face the wall
opposite the exit and you'll find a target moving side-to-side. Aim a little
higher, as the kannonballs are affected by gravity. Lead your shot and you
should hit it easily. Turn left to find a target moving in figure-eights. Aim a
little bit above the top of one of the "circles" in the eight and shoot when the
target is on the bottom of the opposite circle. Now turn 180 degrees for the
final target, which is moving in circles. Aim just above the top of the circle
and shoot when the target is about 45 degrees past the top. Once you win, you'll
get a GOLDEN BANANA (4).
Before collecting your prize, stand by the kannon and shoot the balloon (100)
hovering above the water. Now head out of this room and go through the tunnel.
Use the Tag Barrel to become Donkey Kong. Head left into the second main area
and keep swimming forward. Activate BANANAPORT #4 on the raft and continue. Head
into Candy's shop, which is in plain sight. Pay five coins to purchase the first
instrument upgrade, which gives your instrument 15 energy instead of 10. There's
a Tag Barrel floating above the water outside the shop. Use it to switch to
Donkey Kong, then swim over to the seal on the last raft. As thanks for freeing
him from his cage, the seal will give you a GOLDEN BANANA (3). Jump into the
alcove behind the seal. It's time for one of those blasted coin-collecting mini-
games. This time, you'll be racing the seal around his coures in two laps. You
need to beat him and collect 10 coins. Avoid boxes or they'll explode and make
you lose three coins. You also need to go through the water gates. If you miss
more than five, you'll lose. Hold Z to move and press A to jump.
At the start, collect the coin (1) as you go through the watergate. Jump to get
the coin (2) above the dock, then continue through the tunnel. Head through a
few water gates, swerving from side-to-side and getting coins (6). Get the coin
(7) between the two boxes and go through the gate. Get another coin (8) between
two boxes, then jump to get the coin (9) and head through the gate. Ignore the
coin on the side, opting for the coin (10) in front of the gate. Keep collecting
coins in case you run into a box, though I won't number or mention them anymore.
Now head through the next tunnel. Ride through the gate and go around the box,
then another gate. Continue through the tunnel like this, avoiding boxes and
going through gates. Once you make it through the tunnel, the first lap is over.
Follow the guide again. If you beat the seal and finish first, you'll win. Once
you've got a few extra coins, concentrate on speed. If you can afford it, miss a
few gates at the end to get ahead. Once you win, the seal will give you a GOLDEN
BANANA (4).
Head out of Candy's area over to the raft with Bananaport #4. Use it to warp to
the top of Diddy's coinstacks. Head down a bit to find the yellow-haired
Kasplat. Defeat it for a BLUEPRINT (5). Backflip back to Bananaport #4, then
warp. Swim forward to the crate and go through the tunnel to the lighthouse
area. Head to the left side, where you'll find the alcove leading to Snide's HQ.
First, switch to Chunky Kong and return his blueprints. That's one GOLDEN BANANA
(5) for the galleon, plus one GOLDEN BANANA (2) for DK Isle. Now get, Lanky's
GOLDEN BANANA (5) and then Donkey's GOLDEN BANANA (5).
Jump into the water and hold R to turn the camera. Swim around the top of the
left wall of the area. After you pass the giant ship gates, you'll find a tunnel
(where you broke the Enguarde rock). Get the bananas (100) in the middle and
around the cave, then swim into the Troff n' Scoff Portal. Scoff needs 250
bananas, so head up the ramp and feed all of Donkey's. Now switch to Diddy and
feed Scoff 90 bananas. Finally, use Lanky Kong to give him the final 60 bananas.
Lanky's face appears on the door, so head inside.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Boss - Puftoss
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty - 4/10
On a dark and stormy night, Lanky rests in a coconut boat in a lake. Suddenly, a
deep roar is heard, making Lanky flinch. He turns the light of his coconut boat
on, which shows that the roar was from a giant puffer fish. The fish roars even
louder, starting the battle. Hold Z so you can move and press A to jump.
The way you defeat Puftoss is completely different from the other bosses. You
have to make your way around the fish, going through DK stars. Once you go
through the first star, a time limit starts. You must get through the other four
stars before the time limit runs out, or you'll have to start over. The stars
get smaller and smaller and the time limit decreases as you go on. Everytime you
make it through a star, the time limit will restart, so be quick. Once you've
gone through all five stars, the fish will be electrocuted by the poles you
raise. Five hits will do it in. Go right at the start and go through the first
star, raising a pole and starting a 30 second time limit. Continue your way
around the fish (if you keep moving, you won't get hit by fireballs). Once
you've made it through all five stars, the poles will electrocute the fish.
While Puftoss may be weaker now, he's gained a shockwave attack. When you hear
it roar, rush to the edge of the place or the shockwave will hurt you. Go back
once it's disappeared. Head around the fish, driving through the stars. You'll
notice they've gotten smaller, making it hard to get through them. If you have
difficulty getting through one (you might for the later sets), let go of Lanky
to stop moving, letting you adjust your position. Some stars are positioned very
close to the fish, some in the middle, and some on the edge. You should
generally stay in the middle (unless a shockwave is coming) so you can see any
star in your way. After going through all five stars, the fish will take another
blast.
Drive through the first star to start your 20 second time limit. Continue around
, dodging fireballs and shockwaves. Sometimes the pufferfish will fire a bunch
of fireballs up into the air. They'll begin to rain on you, making it a bit more
difficult. If you keep your movement irregular and hard to predict, you should
be able to avoid them. Also, when you see a shadow on the water, get out of the
way. After driving through the five stars, the fish will be shocked again.
The stars are quite small now, and you only get 15 seconds, so things are
getting a bit more difficult. Of course, the fish has gained a new attack.
Sometimes it will spit out a bunch of purple bombs. These bombs will seek you
out and explode if they get too close. Keep your speed up and avoid crashing and
they'll eventually explode. The fireball rainfall gets more intense as well.
Once you've shocked the fish again, you've got only one more round to go.
The stars are extremely tiny and you only get 10 seconds. Let go of the Z button
if you're having trouble getting throguh. Remember, if you run out of time, you
have to do that set over again. If the fish is about to do a shockwave and you
only have one star left, go for the star and there's a chance you'll win. Once
you drive through all five stars, the fish will be shocked to death. It deflates
and goes whisking off into the air, dropping your BOSS KEY (4).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Swim out of the cave and swim forward. Head around the lighthouse and the crate
will be directly ahead. Jump onto it and head through the tunnel, past the
Kritter. Jump into the Tag Barrel and switch to Diddy Kong. Head right to the
sunken ship area and continue past the first barrel kannon. Hop into the second
kannon and you'll be blasted up to Cranky's lab, getting the last two banana
bunches (100) along the way. Go in the lab. Cranky has no potions, but you
should have 20 Banana Medals. Since that's more than 15, Cranky will allow you
to play Jetpac, Rare's first game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jetpac
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You play as a spaceman and have to collect power-ups and ship pieces. If you get
hurt by the space alien dudes flying around, you'll die. Hold A to fly upward
and use the control stick to move around. Hold B to fire lasers at the space
guys. Pick up the first two ship pieces and drop them onto the ship. As you add
more pieces to the ship, it will become more and more complete. After you add
all the pieces, you have to start adding fuel. Once it's full of fuel (it turns
purple) you can ride it up to the second level. However, the object is to score
points, so I recommend staying on the first level, or the game will become
drastically more difficult. This is actually a hell of a lot easier than the DK
arcade. Unlike THAT blasted game, you die in 3 hits as opposed to a SINGLE DAMN
HIT. Remember to kill enemies so you don't die. Pick up all the powerups that
you can to score more points. Firing lasers at the side of the screen causes the
lasers to warp to the other side of the screen and continue firing. Use this to
your advantage if enemies are sneaking up behind you. You can also warp to the
other side in this manner.
One strategy I find extremely simple is to remain on the middle platform and
hold B. Collect powerups as needed, being cautious of enemies. Go for powerups
on the left platform when there are no enemies, and be careful when dropping for
powerups that fall to the ground. Continue scoring points until you break 5,000.
Remember, you can't die just yet, as once you get 5,000 pts, you have to collect
the RAREWARE COIN (1). Either die or just continue playing for as long as you
like. It doesn't matter so long as you collect the coin.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cranky will be amazed that you actually lucked out and got 5,000 points,
allowing you to get the Rareware Coin. Unfortunately, he has nothing else to
offer, so it's time to leave. Decline his offer to play for fun. Drop down and
head past the two barrel kannons. Continue through the tunnel and leave Gloomy
Galleon for good.
==========================----------------------------==========================
| o--------------------------o |
| 4n | DK Isle | ISLE07 |
| o--------------------------o |
--------------------------============================--------------------------
Jump into the water and swim down through the tunnel that leads to the exit.
From Crocodile Isle, swim around the ship to find K. Lumsy's place, then go in.
Return the fourth key and K. Lumsy will shatter a rock on an island near
Bananaport #3 to reveal a barrel kannon. Approach the cage to give K. Lumsy the
third key. Since Fungi Forest has been opened, he doesn't open another level
just yet, so leave the cage.
Use Bananaport #1, then #3. Turn around and you'll find the island. Hop into the
barrel kannon to be blasted up to an island in the sky with a shack. Unearth the
DK pile in front of the shack for a RAINBOW COIN. Now jump into the Diddy barrel
on the island. Turn around and float over to the top of DK Isle. Head past the
white-coated peak and over to the hair flick facing Crocodile Isle. Above it is
a Bonus Barrel.
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| Peril Path Picnic | Difficulty : 2.5/10 |
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| This bonus stage is set up a bit like Teetering Turtle Trouble. You'll find |
| two rows of open-mouthed of Klaptraps, three per row. Like with TTT, you |
| must use the control stick to aim at their mouths and press A to feed them |
| watermelons. If they get hungry, they'll open their mouths and start eating |
| the Banana Fairies crossing in front of them. After five shots, you'll need |
| to reload by shooting the center melon button. This mini-game is very easy |
| once you figure out how to do it. Simply shoot the Klaptraps in this order: |
| top-left, top-middle, top-right, bottom-left, bottom-middle, reload....., |
| reloading as you need to. Once ten Banana Fairies have crossed, bringing |
| your SAVE counter down to 0 (60 seconds is plenty of time), you'll win. |
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You'll burst upward, so sink a bit and grab the GOLDEN BANANA (1). Fly backward
and over to the top of the waterfall pouring down the isle. There's a gate
blocking a banana at the top. Land on the ground beside the fall, then shoot the
Peanut Switch to open the gate at the source of the fall. This lets you get the
GOLDEN BANANA (2).
From the fall, drop into the lake below and use the barrel kannon on the island
to blast up to the shack. Hop into the Diddy barrel again. Now fly leftward over
to the Angry Aztec entrance below. Head downward and land on top of the aztec
lobby building. On top of it is a DK Dirt Pile. Unearth it for a RAINBOW COIN,
then use Bananaport #2 below, followed by Bananaport #3. Use the barrel kannon
to blast up to the floating island, then head into the shack. Go left and you'll
find B. Locker in the corner. You should have 111 Golden Bananas, meeting his 50
banana requirement. Use the Tag Barrel in the other corner to switch to Donkey,
then head into the fifth world.
==========================----------------------------==========================
| o--------------------------o |
| 4o | Fungi Forest | FUNGI1 |
| o--------------------------o |
--------------------------============================--------------------------
Moves - Super Simian Slam, Homing Ammo
Difficulty - 5/10
Enemies - Flip-Flap, Kasplat, Krash, Killer Tomato, Klump, Kosha, Kroom,
Krypt, Spider, TNT Cart, Zinger
In K. Rool's observation window, Lanky Orangstands around the inside of a barrel
, teasing two Kritters. One Kritter orders the other to go up and get Lanky, but
he can't climb. Lanky easily knocks him off the barrel, and K. Rool declares
that he's surrounded by fools.
Fungi Forest is my personal favorite level. There are five main areas (the mill
area, the big tree area, the clocktower area [the one you're in now], the tomato
area, and the giant mushroom area). In the center of the clocktower area is a
giant tree with a cuckoo clock on it. You can use a barrel kannon to shoot to
its top, where you'll find a sun and a moon switch. Shooting them allows you to
change the time of day. Certain tasks in Fungi Forest require it to be a certain
time. Doors marked with the sun or moon symbol are only open during the time of
day depicted on the door. As you play your way through the forest, you'll also
notice the recurring theme of teamwork. Many of the Golden Bananas in this level
require the work of multiple Kongs.
At the start, approach the clocktower. You can use the tiny mushrooms to bounce
upward and you can climb the large ones. Head around the tower and activate
BANANAPORTS #1-4. Go over to Bananaport #3 and turn around. You'll see a large
purple "doorway". Head through it, collecting the bananas (5) along the way.
You're now in the giant mushroom area. Turn left and kill the Kroom (these are
killer mushrooms; they're larger and have thicker stems) and head over to a Tag
Barrel, where you should get the banana bunch (10) on BANANAPORT #5. Continue
around the area and go past a tunnel, a large mushroom, and a small mushroom.
You should see Cranky's lab ahead, so head inside. Pay five coins to purchase
the Super Simian Slam. It works the same way as the regular move, except you'll
emit a blue shockwave, letting you trigger the blue switches.
Hop back across the river to the island with the enormous mushroom. Go
around until you find the Tag Barrel then switch to Lanky Kong. Head around the
mushroom, collecting bananas (15) and the banana bunch (20) on top of BANANAPORT
#3. Once back at the start, head into the mushroom. Go forward a bit and shoot
the balloon (25) hovering above the area. Look at the wall above the entrance
and you should see a mushroom cap with five target switches. Shoot the grape
switch. Now keep switching Kongs until all five switches have been hit. Use Tiny
Kong last, as we're about to use her. For your efforts, some barrel kannons will
appear throughout the mushroom. Go to your right to find a Tiny switch. Get the
banana bunch (5) and slam it. A Bonus Barrel appears for a limited amount of
time. Quickly go up the ramp opposite the exit and climb the ladder. Jump to the
left and head to another ladder. Climb it up to the left, then follow the path,
jumping a couple gaps before reaching the Bonus Barrel.
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| Speedy Swing Sortie | Difficulty : 2/10 |
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| This version of Speedy Swing Sortie is a bit harder than the first one. Head |
| forward at the start and bounce off the mushroom to a tree. Jump to the vine |
| and swing to the next tree, getting some coins (3). Ponytail Twirl to the |
| next tree, getting the floating coin and the one on the tree (5). Swing |
| across vines, getting coins (8), then Ponytail Twirl for another two coins |
| (10). Swing across the last set of vines for more coins (13), plus the one |
| on the center tree (14). |
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After collecting your GOLDEN BANANA (1), Ponytail Twirl to the bottom and switch
to Donkey Kong. Head to the side opposite the Tiny switch to find a DK switch.
Slam it to make a Golden Banana appear at the top. Before the timer runs out,
run up the ramp to the barrel kannon. Let it shoot you up to the very top.
You'll get three banana bunches (25) along the way. Once you reach the top,
you'll get the GOLDEN BANANA (1). Use the Tag Barrel on your right to switch to
Lanky. Shoot the balloon (35) hovering near the ceiling of the mushroom, then go
through the top exit.
Activate BANANAPORT #5 before you do anything else. Now go leftward (hold R
first) until you see a brown door in the mushroom. From that, Orangstand up the
mushroom, keeping yourself lined up with the door. Kill the Klump at the top,
then get the banana bunch (40) on the switch, which you should slam. Two doors
open for ten seconds, so you can only enter one. Orangstand down and enter the
door you saw before. The object is to Simian Slam the mushrooms by color in the
correct order. The order is displayed by showing Kongs faces on a picture. Get
the banana bunch (45) on the yellow mushroom and slam them in this order: yellow
, red, purple, green, blue. A Bonus Barrel appears for you to go in.
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| Krazy Kong Klamour | Difficulty : 3/10 |
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| It's gotten a lot more difficult as the lights flicker, MUCH, MUCH faster. |
| This game is rather odd. It's set up like Teetering Turtle Trouble with a |
| three-by-six row and a watermelon gun. Press A to fire. You have five shots |
| before you need to shoot the center watermelon button to reload. The object |
| is to shoot the Golden Bananas. You have to reduce your counter to 15 by |
| hitting 5 bananas. However, the lights flicker on and off and the position |
| of the Golden Banana keeps changing. You can't shoot something while it's |
| dark. If you shoot one of the Kongs in the rows, the counter will go up by |
| one, making it more difficult. You actually need to shoot less Golden |
| Bananas, but the lights flicker faster. There isn't much to write about in |
| the way of tips. It's really just a test of reflexes. You need to aim and |
| fire at the Golden Banana very quickly. With enough tries, you should get |
| it. |
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Grab the GOLDEN BANANA (1), then leave this room. Orangstand back up the
mushroom, keeping yourself lined up with the door. Now slam the switch again and
head down the mushroom in the exact opposite direction to find the other door.
Head inside, where you'll find a pair of ridiculously fast Zingers that you'll
have to avoid. Okay, bounce on the first red mushroom to get a banana bunch
(50). Use the mushroom on the other side to bounce to another bunch (55). Now,
using the ridiculous power of these shrooms, bounce to the GOLDEN BANANA (2) in
the middle and leave the room.
Just next to you should be a Tag Barrel. Use it switch to Donkey Kong. Find the
entrance to the mushroom (go right from the Tag Barrel) and get the banana bunch
(30), then head in. Head left (away from the Tag Barrel) and drop down the
ladder. Go across some gaps before dropping down a second ladder, then continue
to the bedding, where you should drop down a third ladder. Continue to the
Zinger, then drop down another ladder. Turn around and head along the path,
jumping some gaps. Drop off at the end and take the exit out.
Go forward a bit and drop down a ladder. Head forward over to a Tag Barrel.
Press Z while standing on the DK pad for the next blasting course. Blast through
a few barrels and you'll eventually be auto-blasted several times. Shoot to the
next barrel, getting a banana bunch (35). Once you reach a shot through a hole
in the brambles, get the banana bunch (40) as you blast to the next barrel. Keep
shooting until you get to a barrel that rotates 360 degrees. You'll first see a
few barrels that are not lined up with the crosshair, followed by three barrels.
Shoot into the first one that's lined up with the crosshair. Keep shooting
(there are a few auto-blasts) and you'll reach a high shot through the vine.
Shoot when the crosshair lines up with the ring to reach the barrel. Blast
through another ring, then shoot yourself to the Bonus Barrel.
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| Peril Path Picnic | Difficulty : 2.5/10 |
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| This bonus stage is set up a bit like Teetering Turtle Trouble. You'll find |
| two rows of open-mouthed of Klaptraps, three per row. Like with TTT, you |
| must use the control stick to aim at their mouths and press A to feed them |
| watermelons. If they get hungry, they'll open their mouths and start eating |
| the Banana Fairies crossing in front of them. After five shots, you'll need |
| to reload by shooting the center melon button. This mini-game is very easy |
| once you figure out how to do it. Simply shoot the Klaptraps in this order: |
| top-left, top-middle, top-right, bottom-left, bottom-middle, reload....., |
| reloading as you need to. Once eight Banana Fairies have crossed, bringing |
| your SAVE counter down to 0 (60 seconds is plenty of time), you'll win. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
You drop down to the Donkey pad, where you'll be awarded a GOLDEN BANANA (2).
Nearby is a ladder with three bananas (43) that leads to the lower level of the
mushroom. Climb it down and head to the ledge circling the mushroom, getting the
two bananas (45). Now go all the way around the ledge to collect some bananas
(55). Return to the start and climb the ladder again. Switch to Tiny Kong.
Head down the ladder and over to the circular platform. Continue around it until
you find the purple Kasplat. Kill it for a BLUEPRINT (1), then shoot the balloon
(15). Return to the DK pad and switch to Diddy Kong. Climb the ladder upward and
head back into the mushroom. Go all around the vine bedding for some bananas (7)
, then kill the Kasplat for a BLUEPRINT (2) and exit the mushroom again.
Drop into the water surrounding the mushroom. Find Bananaport #3, then cross the
river and head right, facing the path leading to the clocktower. Head past
Bananaport #5 and the brown tunnel. Continue past the Supply Crate patch and you
should find a tiny mushroom. Jump onto it and bounce to a Diddy barrel, getting
two banana bunches (17). Now fly all the way to the top of the mushroom. Fly
above the Lanky switch at the very top to find a Bonus Barrel.
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| Teetering Turtle Trouble | Difficulty : 2.5/10 |
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| For once, the goal is to survive the time limit, rather than beat the time |
| limit. There are six snakes spinning turtles, three per row. Use the control |
| stick to aim at them and press A to fire watermelons into their mouths. If |
| you don't feed one snake long enough, it will stop spinning its turtle and |
| you'll lose. You only have five shots, but you can reload by "firing" at the |
| watermelon button in the middle. This mini-game can give you hell if you |
| don't know how to do it, but fortunately, it's easy as pie once you figure |
| it out. Simply shoot the top left snake, the top middle, top right, bottom |
| left, bottom middle, reload, bottom right, and so on. If you continue this |
| pattern (the snakes will yell ,"Help!" when they're hungry, but that's okay) |
| , you'll survive the 45 second time limit with no problem. |
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You'll automatically grab the GOLDEN BANANA (1). Drop down to the Lanky switch
and slide down the mushroom. Head around the mushroom top to get some bananas
(27), then use Bananaport #5 to warp to the bottom of the area. Switch to Lanky
Kong. Head left (facing the huge mushroom) to the brown log-like tunnel. Above
it is a Grape Switch. Shoot it (you can climb the mushroom to get a better
aiming point) to open the gate. Head through the tunnel, killing a Klump and
getting ten bananas (65). Go past the stump once you reach the stump and head
over to the giant tree in the center of the area. Welcome to the big tree area.
Activate BANANAPORT #4, then kill the Kasplat in the archway in the tree for a
BLUEPRINT (3). Now go over to the left side of the area. Go down the slope and
you'll see a checkered flag by a squashed tomato thing. Get the three bananas
(68) and the bunch (73), then play your trombone on the pad to wake up the
rabbit. He'll challenge you to a fun little footrace around the area. The rabbit
is sort of fast, but it's not terribly hard to beat him. I recommend using your
Orangstand, as I find it to be a bit faster. You must jump over all the flagged
logs to progress through the race. Note that you can jump through the flagpoles
and it still counts. An arrow in the top left will direct you to the flags.
Go forward once the race beings and hop over the log on your right. Head towards
the start, jumping a log. Now go around the stump by the start, jumping two
logs. Go back toward the tree and go through it, jumping three logs. Now head to
the back of the area, where you'll find another weird tree thing. Go around the
back of it, jumping two logs. Head towards the big tree again and jump a log,
then go towards your left, jumping a couple logs. Now is your chance to get
ahead. Cut the huge corner the rabbit takes as you head to the side of the area.
Follow the arrow at the top of the screen to jump over two logs, then head
towards the tree. Go around it and continue to the start of the race. Jump the
last couple of logs and cross the finish line.
The rabbit, being a total sore loser, will claim he wasn't trying and give you
a mere three blue coins instead of the trophy. Don't try to race him again.
Despite his poor sportsmanship, he really can run faster. You need to wait until
you have the Orangsprint move from the next level before you can win. Head to
the right of the big tree and use the Tag Barrel above the stump to switch to
Tiny. Head to the back of the area and get the bananas around the back of the
tree thing (23). Now use the Tiny barrel in back to become small. Backflip to
the stump in front and play your instrument. Squawks will come and drop you on
the top of the tree. Backflip into the hole, getting the banana bunch (28). Jump
to the platform ahead, then quickly play your instrument to demolish all the
Klaptraps in the room. You'll get a GOLDEN BANANA (2) as well as a magic bean
On one of the side platforms you'll find a barrel kannon. Use it to shoot
yourself out of the tree.
Take Bananaport #4 back to the start, then head left (facing the center). Grab
the banana bunch (33) on Bananaport #3, then continue around to Bananaport #2.
You'll a green tunnel down the path across form the port. Shoot the two feather
switches by the gate in the tunnel to open it, then head back and hop onto the
mushroom facing the tunnel. You'll bounce up to a Tag Barrel, so switch to
Chunky Kong.
Walk to Bananaport #2 to get a banana bunch (5). Head through the path Tiny
opened until you reach a second gate. Shoot the two Pineapple Switches to open
the gate, then head forward. You'll meet a big green worm in a big green apple
surrounded by some murderous tomatoes in a farm patch. First, collect the
bananas (14) around the patch. The tomatoes will bounce up and try to attack you
, so be careful. Now head to the back of the area and you'll find Funky's
armory. Get the banana bunch (19) on BANANAPORT #2 and go inside. For five coins
, Funky will give you the ability to collect the rare red Supply Crates. If you
fire these, they'll home in on enemies (the crosshair turns green when you're in
homing range). You have to use up all your red ammo before you can use the
normal ammo again.
Hop into the Hunky Chunky barrel next to the armory and rush over to the
tomatoes. Quickly Siman Slam them all to defeat them. The freeloading apple will
ask you to bring him to a sunny patch, so pick him up (keep an eye on your
Crystal Coconut supply; you may need to go somewhere else to refill) and head
through the tunnel that leads to the clocktower. Turn left at the end and you'll
find a dirt patch. Press Z to place him on the apple symbol and you'll be
rewarded a GOLDEN BANANA (1).
After deactivating the move, head leftward (facing the clocktower) around the
clocktower. Once you reach Bananaport #4, follow the ungrassed-covered path to a
mushroom well. Use the stump to jump into the well and get the banana bunch
(24). Now slam the grate to break it and fall down. Yes, it's time for another
damn mine-cart race, which means you need to get 50 coins for a prize, as
Squawks tells you. The controls work the same way as in the first race.
At the start, head forward, collecting some coins (7). Look for a cog on your
right. Slow down in front of it until it falls, then jump over it. Jump to hit
the green bell, opening a gate. You'll find other traps like this throughout the
ride. Jump to collect a coin (8), then pull the lever on your right to open the
path with coins (15). You'll go down a slope with some more coins (19), then
face a Krash. Get the two coins (21), then pull the lever on your left to make
boulders fall onto the enemy, killing it. You'll collect two more coins (23),
then have to jump for a coin in front of a door (24). Grab the coins (27) as
you head along the track above water. At the end, another door opens for you.
Collect three coins (30) before hitting a bell to open a gate. Hit the next bell
, then avoid the third, which is red (these actually close opened gates). Get
two coins (32) and hit another bell, then another coin (33). Now head through
this next area, collecting coins (40) and slowing down in front of the branchs,
which will fall like cogs. Next up you'll find a gargoyle face. Chunky jumps the
gigantic gap and the door opens.
Get the coins (46) as you dodge boulders through this rather precarious area.
Slow down in front of TNT carts in front of you and speed up when one is behind
you to avoid getting hit. Get two coins (48) to find a dual-tracked area with
chains. Lean for two coins (50), jumping the crash. I'll stop numbering here,
but continue to collect coins in case you get hurt. After going down a couple
slopes, you'll find gates opening and closing. Slow down in front of them, then
rush past once they open. Hit the bell to open the third gate, which leads to a
dark and rainy area. Though it's hard to see, there is a log you need to avoid.
Slow down at the scary face and rush forward once its teeth open. You'll go down
a few slopes and take a few wild turns through this next place, followed by
another door opening.
Jump a couple cogs and avoid the Krash, then head through the green tunnel.
Avoid a second crash, then jump some more cogs and go through the last door of
the level. Pull the left lever to get the most coins. Slow down in front of the
fire blasts and speed up once they're gone. Head through the final tunnel,
slowing down then jumping over rocks to avoid being hit. At the end, Squawks
will give you your GOLDEN BANANA (2).
You appear by the well in the mill area. Almost everything in here has to be
done at night, so there are only a few tasks to be done at the moment. Head
forward and swim across the river to reach the mill. Head left around it until
you reach BANANAPORT #1, then head inside the doorway. Recenter the camera, then
turn left to find a Tag Barrel floating above crates. Use it to switch to Donkey
Kong.
Head to the back of the area. You should see a large stack of crates. Jump up
them to the "?" box. Slam it to reveal a DK switch and a banana bunch (60),
which you should pound to open a gate near the start of the room. Quickly head
into it, where you'll find three levers. The levers are marked by dots,
indicating the lever # (i.e. the lever with 2 dots is lever #2). First, shoot
the balloon (70) hovering in the room. Now pull the levers in this order: 2, 1,
1, 3, 2. If you pull the wrong lever, you get hurt. Once you've entered the
combination, the conveyer belt starts, crushing the three barrels. A Golden
Banana also is moved outside the barn, but we can't pick it up unless it's
nighttime.
Switch back to Chunky Kong, then exit the mill. Head back left around the mill
(after holding R) and look for a big door with a spider on it. Primate Punch it
open and go inside. Head forward and go to your left. Primate Punch the "?"
crate next to the wall to uncover a tiny hole. A cut-scene reveals the hole
outside. Punch the crate on your right to uncover a triangle pad. Get the banana
bunch (29) and play your instrument. It will begin raining outside and the mill
starts working. The crusher on the conveyer belt also starts turning. Near you
is a steel barrel. Pick it up and leave the shed. Head out of the mill and go
back into the door by Bananaport #1. Jump onto the conveyer belt and place the
barrel on the belt. Now place the barrel at the end of the belt onto it. Staying
near the conveyer belt, head to the back of the room to find the third barrel.
Place it on the belt. Crushing all three barrels grants you a GOLDEN BANANA (3).
Switch back to Donkey and leave the barn. We're going to take the long way out
so cross the river and head over to the back, past the Klump. Go through the
blue tunnel, collecting five bananas (75) and a BANANA MEDAL (1). Head right
over to Bananaport #2, then jump on the nearby mushroom to bounce up to the Tag
Barrel and become Diddy Kong. Head left, facing the center, to Bananaport #1,
then look opposite the tree to see a small mushroom. Use it to bounce into a
Diddy barrel, getting two banana bunches (37). Fly to the top of the clocktower
and shoot the moon switch to make it nighttime. The whole place becomes darker
and the music becomes creepier.
Drop to the bottom of the tower and use Bananaport #1 to go to the mill area.
Turn around and cross the river. You should see a shed ahead (rhyme). Kill the
Krypt ahead and go to the left of the shed. Get the bananas (one of them is in
front of the first box) as you backflip up the boxes (40), then Simian Spring up
directly for a banana bunch (45). Spring again to reach the alcove that leads
inside. At the start, play your guitar on the pad. Squawks will come with a
flashlight to make this job a bit easier. I'll provide a map as well:
+------------+-------+-----------+
| \ G / |
| + +-------+ |
| +---------+ | |
| | | |
|------------------------+ +-----|
|---+ +--------------------------|
| | | |
|---+ +-----+ +-------|
|---+ +---+ | | +-----|
| | | | | | | |
|---+ | | +------------+ +-----|
|-----+ +--------------+ +-----|
| | | |
|------------------------+ +-----|
|---------------+ +--------------|
| | | |
| ++ ++ |
| /START\ |
+------------+-------+-----------+
You have all the time in the world to do this, so take your time. Head across
the plank, hold R to turn the camera, then go right. There's a plank near the
end, so cross it to reach the next beam. Go to the right end of the beam and
cross the plank. This next beam has a banana bunch (50). Go back across the
plank and head to the other end of the beam. Head up a plank, then go left to
reach an intersection. Take the left plank to reach a beam with a banana bunch
(55). Cross the plank again and continue to the next beam. Head right and cross
the plank near the end. Carefully go across the beam to reach the GOLDEN BANANA
(2). Collecting the banana causes a BANANA FAIRY (1) to appear in the room for
you to photograph. She gives you 31 Crystal Coconuts. Very cautiously make your
way to the start and leave the shed.
Drop down the boxes and head out of this shed area. Cross the river and head to
the mill. Go to the right and head to the other side of the mill. Climb the rope
you'll find to reach the roof. Slam the Diddy switch on the very top to open a
gate just below. Head in. Get some homing ammo to demolish the killer bats, then
shoot the balloon (65). Now shoot the ON switch at the top of the machine in the
room. Chimpy Charge the green arrow switch on the base of the machine to
activate the winch. It pulls up a cage outside, which contains a Golden Banana.
A guitar pad also appears by some bushes. Leave this room.
Drop down below (you WILL get hurt) so you're by the cage. If you look across
the river, standing at a 45 degree angle from the corner of the cage, you should
see some bramble bushes to the right of the path to the starting area. Cross the
river and head over to the bushes. Play your guitar on the pad just here to make
the cage explode. Go back to the mill and collect your GOLDEN BANANA (3). Head
back to the bramble bushes and use the Tag Barrel to switch to Donkey.
Go to Diddy's music pad. Collect the bananas (80), following the trail as you do
so. Head back a bit, then go around the bramble bushes surrounding the shed.
Once you reach the back, you'll find a Kasplat. Kill it for a BLUEPRINT (4).
Head back around the bushes and go to where you got the last banana. Go to the
left side of the shed and jump into the Strong Kong barrel. Head to the back of
the barn, where you can safely tread into the bramble ground. Pound the switch
to open the shed, getting the banana bunch (85). Deactivate the move once you're
on safe territory, then head back around and enter.
Hold R, then climb up the ladder on the right in the back. Head all the way
around the ledge at the top to find a "?" crate. Slam it open to find a BANANA
FAIRY (2). Drop to the botom and face the entrance. Head into the stall on the
left, closer to the entrance. Simian Slam the "?" crate to uncover a banana
bunch (90). Now pound the switch, which is oddly green. A time limit starts as
several vines lower and a Bonus Barrel appears. Quickly climb the ladder again,
then head halfway around the ledge. Swing across the vines to the Bonus Barrel.
+=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Mine Cart Mayahem | Difficulty : 7/10 |
+~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Mine Cart Mayahem has become a lot more difficult from the one Chunky did. |
| This is one of the more difficult mini-games you've played so far. You'll be |
| racing around on a mine track above a pit of lava. However, there are two |
| enemy mine carts racing around to kill you. If you collide with it, you will |
| lose. The goal is to survive for 45 seconds. Hold Z to speed up, B to slow |
| down, and use the control stick at junctions to switch tracks. You can't |
| really rely on the in/out method this time. Just switch at random junctions |
| and stay as far away as you can from TNT. If you're about to crash and only |
| have a couple seconds left, hold B to delay the crash, which may save you. |
| The most important thing is to KEEP YOUR EYE ON THE TNT CARTS! If you don't |
| pay attention and just go in and out, you'll most likely get hit. You need |
| to add a bit more randomness to your movement patterns than before. Switch |
| at some junctions just to mix things up. You'll win once the time limit |
| reaches zero. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Leave the barn once you get the GOLDEN BANANA (3). Go through the brambles and
head over to the Tag Barrel. Continue out and head straight across the river to
pick up the GOLDEN BANANA (4) you moved with the conveyer belt. Now do a 180 and
cross the river. Head left, past the entrance, until yu reach the shed that we
went in with Diddy. Head behind it and you'll find a balloon (100) to shoot. Go
to the right side of the shed and use the Tag Barrel to become Tiny Kong.
Head out of this area, and go left around the moat. Go over to the bramble area
with DK's shed. Head around the brambles to the yellow Kasplat. Just behind the
Tag Barrel is a clearing with a Troff n' Scoff Portal and a balloon (43). Now go
back around the brambles and over to the moat around the mill. Jump into the
river and swim through the bottom, collecting the bananas (60). Surface right by
the rope where Diddy got his caged Golden Banana. Near here is a Tiny barrel.
Jump into it and go into the tiny hole in the wall just by the barrel.
You'll automatically get a banana bunch (65). Head forward, then turn right
(after holding R) when you can. Get the banana bunch in front of another small
hole (70), then climb the boxes on your right. Get the banana bunch (75), giving
you a BANANA MEDAL (2), then enter the passage. ANOTHER bunch (80) will be given
to you. Head forward and tread onto the giant spiderweb in the middle of the
room.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Miniboss - Giant Spider
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : 5/10
Unfortunately, you've woken a giant spider, who then lowers himself down to the
web. Several of his smaller children also come down to fight. The giant spider
has two attacks: spitting pink goo and green goo. The pink goo reverses your
controls (hold your controller upside down if you get hit) while the green goo
slows you down. Both of them will leave you vulnerable to the small spiders, who
do the physical damage. What you want to do is run near the center of the web,
dodging goo, and hold B to charge up the shockwave. Once all of the spiders ar
near, release the button to kill all of them at once. The spider will open his
eyes. Quickly take out your shooter and shoot his eyes to deal damage. Repeat
this cycle several times. After 5 hits, the boss will shrink to a miniscule size
and flee in free, leaving behind a GOLDEN BANANA (3).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Find the exit, then leave. Make a left U-turn around of this box stall and head
over to the Tiny barrel. Head back through the tiny hole after shrinking. Face
the river, then Ponytail Twirl across and make a right. Continue around until
you reach a Tag Barrel, then become Lanky Kong. Cross the river again and head
over to the Tiny barrel. Climb the rope that you pulled with Diddy for three
bananas (76). That earns you another BANANA MEDAL (3). Drop off the rope and
head around the barn until you reach Bananaport #1. Go past the port and you'll
find a Lanky pad. Press Z and float straight upward for a banana bunch (81).
Land on top of the roof and get the four bananas (85), then use your Orangstand
to walk along the side of the roof to find an entrance. Get the banana bunch
(90) and go in.
Head straight forward and you'll find a crate with a banana bunch (95) on it.
Grab some homing ammo near here if you're low, then slam the Lanky switch in
the center to make some bats come out. Unlike most bats you've seen so far,
these guys actually attack you. Take out your shooter and fire when the
crosshair is green to eliminate the bats. Once they're all gone, you'll earn a
GOLDEN BANANA (3). Leave the attic. Drop down and use Bananaport #1 to warp to
the start.
You'll get a banana bunch (100) automatically. Head around until you find port
#3, then press Z to teleport. Cross the river and head right to find the Tag
Barrel. Use it to switch to Chunky Kong, then take Bananaport #5 to the top of
the mushroom. Head around the mushroom to your right. Go past the Troff n'
Scoff Portal. Pound the Chunky switch once you reach it, then go inside the
door it opens.
Shoot the GOD DAMN Zinger flying around, then shoot the balloon (39). Get the
banana bunch (44) on the switch, then slam said switch to start the 60 second
timer. Chunky's face becomes completely screwed up. You have to shoot the pieces
to rotate them. Once Chunky's face is returned to normal, you win. Here is the
solution to the puzzle:
+---+---+---+
| 1 | 0 | 3 |
+---+---+---+
| 3 | 2 | 3 |
+---+---+---+
| 0 | 3 | 1 |
+---+---+---+
The number on each square represents how many times you must shoot it for it to
be correct. Once the puzzle is solved, you'll earn a GOLDEN BANANA (4). Leave
the room. Backtrack over to the Troff n' Scoff Portal. Climb down the ladder to
find the Battle Arena Pad.
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #5 - Kamikaze Kremlings | Difficulty : 4.5/10 |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Okay, you'll be facing two Kasplats and a Kritter. I find the best strategy |
| is to kill the Kritter, then quickly charge up a shockwave and release it to |
| kill the two Kasplats. Stay close to the center to avoid being knocked off |
| by the Kasplats' shockwaves. The Kritter will regenerate first if you kill |
| it first, so you can easily pick it off then use the Kasplats' regeneration |
| time to charge your shockwave. Keep up this pattern until you've survived |
| for 60 seconds, then get the BATTLE ARENA CROWN (5). |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Get the banana bunch (49) right in front you, then head left (with the default
camera angle). Continue until you reach a drop off. Climb the ladder down for
three bananas (52). Continue along the path and jump a few gaps, then climb a
ladder downward for three bananas (55). Go down the path and swing across the
vine, then continue to the bottom. Climb down another ladder with bananas (58)
and keep going. You should see a ledge sticking out with a vine nearby. Swing
across the vines here to reach a banana bunch (63) and head through the exit.
Kill the Kasplat for a BLUEPRINT (5), then shoot the balloon (73).
Head back into the mushroom now and swing across the vines again. Head left,
crossing some gaps, then go down the ladder at the end for bananas (76), netting
you a BANANA MEDAL (4). Head the other way, jump the gap, and grab a banana
bunch (81). At the end is a ladder with more bananas (84). Jump off from here
and roll so you land on a small platform below. Jump the right gap and continue
past the ladder. Grab the banana bunch (89) by the exit, then go back and climb
down the ladder for more bananas (92). Grab the nearby banana bunch (97), then
continue to a ladder, on which you'll find Chunky's final bananas (100). Drop to
the bottom of the mushroom, which is just below you, then use the Tag Barrel in
the middle to switch to Diddy and leave the mushroom.
Take Bananaport #3, then face the center and head right. Grab the banana bunch
(70) on Bananaport #4, which you should use. This will earn you another banana
bunch (75) and a BANANA MEDAL (5). Head around the big tree for bananas (85),
then play your instrument on the guitar pad on the stump behind the tree. This
will wake up an owl who lives in the tree. The snobby bastard refuses to speak
to you until you have wings, so head right over to the place opposite the
rabbit. Jump into the jetbarrel above the dirt patch and fly over to the owl
above the music pad. He challenges you to a two lap course around the tree, just
like the damn vulture.
You have to fly through all the rings while heading around the tree or you'll be
forced to restart. If you fall too far behind, you'll have to restart. Follow
the arrow to know what direction you should be going in. Use the Z button to
hover, which makes it easier to line yourself up with the rings. At the start,
go forward and fly through the first ring. Turn 90 degrees left and go up and
through the next one. After another few rings, the owl takes a steep dive down
while turning. A few more rings will complete the lap. Head around the tree
again (there are a few extra rings this time). When you make it to the end, the
cheating owl will give you a ****ing Bonus Barrel at the top of the tree instead
of a Golden Banana. Fly to the top and land. Get the banana bunch (90), then
jump into the barrel.
+=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Busy Barrel Barrage | Difficulty : 2.5/10 |
+~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This is perhaps the most barbaric bonus game of DK64. Baddies will come at |
| you (you're in the center, armed with your shooter) and you have to shoot |
| them constantly. If you get hit by even one, you lose. The goal is to |
| survive for 45 seconds. Since you can only spin around, the best strategy is |
| to aim in circles and fire at them one by one. You have unlimited ammo, so |
| feel free to mash B all you want. Once one Kritter is dead, kill the next, |
| but be quick about it. While they regenerate, point your gun at the one that |
| you killed first. If an enemy starts to get too close, shoot it down fast. |
| Continue this pattern and you should win easily. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
After getting your GOLDEN BANANA (4), drop to the the front of the tree and use
Bananaport #4. Go rightward, facing the center. Right after you pass port #1,
you should see a barrel kannon. Use it to shoot to the clocktower, then shoot
the day switch to change the time again. Drop down to where you were and
continue around to Bananaport #2. Use the mushroom in front of it to get to the
Tag Barrel and become Tiny Kong.
Head through the green tunnel ahead, getting the bananas (85). Go counter-
clockwise around the area, climbing the three mushrooms for banna bunches (100).
Now head over to the fenced dirt patch in the left side of the area. Unearth the
DK pile in front of it for a RAINBOW COIN. Approach the patch and Tiny will
plant the magic bean you picked up earlier into the ground. An enormous stalk
will grow and ask Tiny to come up to get her reward, which, of course, is a
Golden Banana. A music pad also appears in the patch. Head to the right of the
patch and you'll find a Tiny barrel. Hop in it to become super small, then go
back to the stalk. Play your instrument and Squawks will bring you to the top
for your GOLDEN BANANA (4).
Head over to Funky's armory and use Bananaport #2. Now head around the
clocktower and use Bananaport #1 to reach the mill area. Go to the opposite side
of the barn, where a moon-symboled cage is. Cross the river and head leftward.
You should see some tall hedges up ahead. Continue over them to find... Snide's
HQ! At last! You probably noticed that Candy's shop isn't in this level :O.
Anyway, exchange your blueprints for Tiny's GOLDEN BANANA (5), Donkey's GOLDEN
BANANA (5), Lanky's GOLDEN BANANA (4), and Diddy's GOLDEN BANANA (5). As Diddy,
don't forget to shoot the balloon outside the HQ (100). Now go into the Troff n'
Scoff Portal here. Have Diddy feed 100 bananas to Scoff. Now switch to Donkey
and feed Scoff another 100 bananas. Finally, use Chunky to feed the last 100
bananas. The door shows Chunky's face, so head inside to fight the boss.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Boss - Dogadon II
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : 5/10
Yes, this game reuses some of the lamest bosess ever. Oh well. Chunky is
relaxing on a giant stone platform above a pit of lava (great resting spot)
while the Dogadon sneaks up on him. The cowardly Chunky bows down asking for
mercy. Unfortunately, the Dogadon chooses to attack relentlessly.
The Dogadon begins by spitting fireballs at you, like the original Dogadon. If
you move in irregular circles and fool him, you should dodge the attacks easily.
Be careful of the shockwaves that the fireballs emit. They can hurt you even if
you dodge the actual blast. The boss will sit down to rest and taunt you.
Quickly pick up the TNT barrel and throw it at him. This knocks him into the
lava, but the boss quickly gets up.
You'll have to dodge two rounds of fireballs this time. He fires them from two
corners. Use the same technique to dodge them. Once he's done, he'll start to
rest again. Very quickly throw the TNT barrel at him. He'll slam the ground and
cause a shockwave to erupt, which will hurt you if you're not careful. The boss
falls into the lava and comes up again.
You'll need to dodge three sets of fireballs this time. He fires them from three
different corners. After he's done, he'll make an odd move. Instead of simply
laying down to rest, the Dogadon will release a huge burst of energy, creating a
inferno fire wall. I heard somebody say burn, baby burn, DISCO INFERNO! Okay,
there is no practical way to dodge this, so simply take the hit. The Dogadon is
in a sitting position once the fire wall passes, so throw another TNT barrel at
him.
After the Dogadon flies out of the lava, he'll stomp the ground several times,
causing the platform to slowly sink. If you're not quick enough, the lava will
engulf the platform and kill you, forcing you to start over. Also, he only fires
from one corner for each round this time. After dodging his fireballs, throw a
TNT barrel at him and he'll be stunned instead of falling. Quickly get off the
TNT barrel pad, then jump into the Chunky barrel that appears. Stand in front of
the boss and pound B like hell. After several punches, Chunky will shrink and
the battle recommences. Keep doing this every time he throws fireballs then
rests. If you fail to do enough damage after any round of fireballs, you'll
waste too much time and die. After a certain number of punches (it will just
happen all of a sudden), Chunky will automatically Primate Punch the Dogadon
into the wall. The boss falls into the lava and drowns. Of course, you also get
a BOSS KEY (5).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
After the battle is over, exchange Chunky's blueprint for a GOLDEN BANANA (5),
then head out of Snide's area. Jump the river and head around the mill. Use
Bananaport #1 to teleport to the start. Face out from the center and head left.
Left of the green tunnel is the DK Portal, so head through to leave. We'll have
to come back for the last Golden Banana (I wonder if anyone else noticed that in
both this game and Banjo-Kazooie, you have to return to the fifth world because
you need a sixth-world move that allows you to move fast enough to win a race),
so leave Fungi Forest for now.
==========================----------------------------==========================
| o--------------------------o |
| 4p | DK Isle | ISLE08 |
| o--------------------------o |
--------------------------============================--------------------------
Leave the lobby of Fungi Forest. Run directly forward from the lobby entrance
and lighty jump off the end of the floating island. You'll lose a melon slice,
but that's fine. You should land right next to the lake the waterfall is dumping
into. Look at the cliff face just to the right of the lake. Shoot the Pineapple
Switch to open the cage and get a GOLDEN BANANA (3). Now take Bananaport #3 to
the start of the isle, then warp to K. Lumsy's place and go in. Return the fifth
boss key. K. Lumsy's tantrum will do two things: destroy a boulder on DK Isle
near Angry Aztec blocking an entrance and destroy a boulder on a nearby island
revealing a giant barrel kannon. Leave his cave after the cut-scene.
Warp back to the start, then use Bananaport #2. Head right over to the boulders
you destroyed a while ago. Continue past them and the ledge will eventually end.
You should see a green ledge sticking out where the boulder K. Lumsy destroyed
was. If you jump off just as the ledge ends and then hit B, you should be able
to just barely make it onto the ledge. If you find this too difficult, you can
use Tiny Kong and Ponytail Twirl onto the ledge.
Turn the camera and head left, ignoring the switch for now. You'll find a big
block of ice. Primate Punch it to destroy it, then head through the new path.
At the end, ignore the Kasplat and pick up the boulder. Carry it back to the
main room. Near the start is a blue switch. Place the boulder on the switch to
remove the ice blocking the Wrinkly Doors. Now head to the right side of the
room and punch a second block of ice to reveal a lava pit with a Golden Banana.
Go back to the Tag Barrel and switch to Diddy Kong There are ramps on either
side of the room. Go up the one on the right, then make a left U-turn at the
top. There's a bridge leading to the DK Portal. Ahead you should see a Diddy
barrel. Jump into it and fly straight up, then turn around to find a ledge with
Diddy's Wrinkly Door. Land on the ledge and play your guitar on the pad. Squawks
will come and bring you a GOLDEN BANANA (3). Drop to the bottom of the room to
get it, then switch to Lanky Kong.
Go through the path to the opened up by Chunky and kill the Kasplat for a
BLUEPRINT (3). Head back, then go up one of the ramps. Take the long bridge up
to B. Locker. You should have 137 Golden Bananas, which is more than enough
given his 65 banana requirement. Ready for the sixth level?
==========================----------------------------==========================
| o--------------------------o |
| 4q | Crystal Caves | CRCAVE |
| o--------------------------o |
--------------------------============================--------------------------
Moves - Orangstand Sprint, Monkeyport, Gorilla Gone, All Kongs - Ammo Belt
2, 3rd Melon
Difficulty - 6.5/10
Enemies - Gnawty, Kasplat, Klaptrap, Klobber, Klump, Kosha, Kritter, Kroc,
Mecha-Zinger, Zinger
K. Rool is confident that the Dogadon has done well and incinerated the Kongs.
Unfortunately, the Dogadon has been badly beat and complains that it was awful.
One of the Kongs got really big and punched him in the nose (yes, the fire-
breathing dragon is complaining that he got punched in the nose). The beast
goes and lies down... How does K. Rool allow that? The Army Dillo got punished
and he even apologized for his failure.
Crystal Caves isn't quite as long or intricate as Fungi Forest. However, that
doesn't necessarily mean it will be easy. Due to the fact that every place in
this level looks nearly the same, Crystal Caves is extremely confusing and
disorientating. It also contains a few notoriously difficult Golden Bananas.
However, I'm here to help you, so don't fret. Additionally, until you defeat the
giant Kosha by Monkeyporting to a secret place at the top of the level,
stalactites will periodically fall from the ceiling to hurt you. Watch the
shadows to avoid them. Also, if you're near a Tag Barrel, you can just jump in
it and wait for the noises to stop. This guide has you stop the stalactites
quite late into the world, so if they're REALLY bothering you, skip to the end
of this section, where I have included a short guide on how to stop them
immediately.
At the start, head forward, then right, collecting the bananas (5). Now activate
BANANAPORTS #1-2. Go rightward and head past the Kosha. You'll see a slope with
three green coins. Orangstand up it to find Cranky's lab. Before entering,
follow the narrow path to a Lanky pad. At about this time, stalactites will
begin falling. You'll be shown a cut-scene of the giant Kosha getting to work.
Run around by Cranky's lab until the rainfall is over, then press Z on the
Lanky pad. Collect the three banana bunches (20) after floating upward, then
deflate by the lab and head inside.
Pay seven coins and Cranky will give Lanky the move that requires him to use a
barrel with his face on it. It's called the Orangstand Sprint. Jump into a
barrel and he will run at super speed for as long as your Crystal Coconuts last.
Once you have the potion, switch to Chunky Kong, then reenter the lab. Pay seven
coins to purchase Chunky's pad move. Press Z while on a pad with his face on it
to turn invisible. There's no time limit, but if you stray too far, you'll
become visible again. Invisible Chunky can see other things that are invisible.
Now enter the lab as Tiny. Pay seven coins to learn the Monkeyport. Press Z
while standing on a Tiny pad to teleport to another Tiny pad, which lets you
reach locations other Kongs could only dream of.
Head across the bridge from Cranky's. At the end, take the ledge right and jump
the gap. You u should see a Tiny barrel next to the wall, near a Kosha. Hop into
it and go through the nearby tiny hole. Deactivate the move once through and
head forward to a Bonus Barrel, plus a banana bunch (5).
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| Krazy Kong Klamour | Difficulty : 5/10 |
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| Welcome to the fast-flickering, more difficult version of this bonus game. |
| This game is rather odd. It's set up like Teetering Turtle Trouble with a |
| three-by-six row and a watermelon gun. Press A to fire. You have five shots |
| before you need to shoot the center watermelon button to reload. The object |
| is to shoot the Golden Bananas. You have to reduce your counter to 15 by |
| hitting 5 bananas. However, the lights flicker on and off and the position |
| of the Golden Banana keeps changing. You can't shoot something while it's |
| dark. If you shoot one of the Kongs in the rows, the counter will go up by |
| one, making it more difficult. You actually need to shoot less Golden |
| Bananas, but the lights flicker faster. There isn't much to write about in |
| the way of tips. It's really just a test of reflexes. You need to aim and |
| fire at the Golden Banana very quickly. With enough tries, you should get |
| it. |
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After getting your GOLDEN BANANA (1), BANANAPORT #3 appears. Go back and use the
Tiny barrel to head back through the hole. Backtrack along the ledge and
continue along it, past the bridge to Cranky's. Jump some more gaps, continuing
to find some circular ledges and a Gnawty. Jump up the circular ledges ahead to
find a Tag Barrel. Keep hugging the right wall. You should see Funky's on a
platform ahead. Head up the circular ledges leading to him, then walk into his
armory. Pay five coins to get the second ammo belt, which increases your maximum
capacity to 200.
Once out, head along the bridge across from Funky and you should see a small
ledge on your right. Hairspin to it and jump into the Tiny barrel. Ponytail
Twirl back and continue along the bridge until you find a tiny hole. Deactivate
the move after going through the hole, then head forward and activate BANANAPORT
#4. Shoot the balloon (15) above Diddy's Kasplat, then use the Tiny pad to
teleport. You appear in a frozen igloo, so get the banana bunch (20) and the
GOLDEN BANANA (2), then warp back.
Jump into the Tiny barrel once more and go back through the hole. Head back
across the bridge, then down the circular ledges by Funky's. Continue up the
other set of circle ledges to reach the Tag Barrel. Switch to Chunky. Go forward
and you'll see this really cool ice castle. Take the left branch of the platform
and you'll find a boulder. Pick it up, then get the banana bunch (5) it was
covering. Get the bananas (8) on the plank plus the bunch (13), then place the
boulder on the switch. An ice igloo in another room explodes for no reason.
We'll worry about that later, so head back to the ice castle and switch to DK.
Go over to where you found the boulder but go up the other plank this time.
Defeat the Kasplat for a BLUEPRINT (1), then go back and switch to Lanky Kong.
Head to the castle and hit the nearby Lanky switch to open the gate, then go in.
Turn around and shoot the balloon (30) above the start, then approach the back
of the room to meet an ice pumpkin, who challenges you to a little game. The
object is to Simian Slam the squares on the puzzle to make them show DK. However
, he will be pressing the squares and making them K. Rool faces. If there are
more DK squares when the time limit is up, you win. The best strategy is to slam
the K. Rool squares and ignore the "?" squares. That way, you can take away his
K. Rool squares and make your own DK squares. Be wary that he can do the same to
you. Once you win, the pumpkin will be a sore loser like everyone else in this
game yet give you a GOLDEN BANANA (1). Leave the castle.
Head around to the right and slam another switch to open the top of the castle
for a limited time. Continue around to find a Lanky pad. Inflate yourself and
float up to the top. Use the next Lanky pad to drop into the hole in the tower,
getting the banana bunch (35). It's time for another race with that blasted
beetle in which you must collect 50 coins, and this time it's significantly more
difficult. What a shock.
Jump into the Lanky barrel (quickly cancel Squawk's info) at the start and head
through the hallway, getting coins (5). A door opens at the end of the hall. Get
some more coins (10) as you head through a few doors. Drop into the pit at the
end and prepare. Get the coins (18) as you slide through the tunnel then head
around the huge ledge in the pillar room, getting the coins (24). Slide over the
gap when you reach the end of the drop into the lava pit, getting the coins
(27). Get more coins (32) as you head through the tunnel. A door opens to begin
another running segment.
Head through the hallway as the doors open, getting the coins (36). Head down
another slide above lava pit. This is a little more complex. Get the coins as
you jump the gap, then slide over to the left or right for an extra three coins
(42). You'll need to slide over to the middle path to make it to the next part.
Get two coins (44) as you slide through the tunnel and prepare for a part of the
slide with no ledges. Be careful or you'll fall off.
Get three coins (47) as you head along the purple path, then take a left at the
fork for the most coins (55), followed by a right. Okay, numbering stops here,
so keep collecting coins but concentrate more on speed. Head down the brownish
path and you'll reach two forks. Take a right, then a left for the most coins
and you'll reach the final sprint. Jump, whack the beetle, do whatever you need
to do to make it there first. Once you win, you'll get a GOLDEN BANANA (2).
Drop to the ledge below and use the Tag Barrel to switch to Diddy Kong. If you
look on your left, facing away from the ice castle, you'll see Funky's armory.
Head over there, going up the ledges, then get the five bananas (5) on the
bridge. Hop into the Diddy barrel and fly over to the waterfall left of Funky's
place. Near the top, you'll find a banana bunch (10) and a Bonus Barrel.
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| Mad Maze Maul | Difficulty : 3.5/10 |
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| This is one of my favorite mini-games. It's such a shame there are only two |
| of them and it's not replayable. The object is to kill all the enemies in |
| the maze, then get to the checkered flag in 60 seconds. A counter keeps |
| track of how many enemies are left. To kill the Kasplats, hit them with a |
| moving attack, charge up a shockwave, then release it when they are about to |
| stand back up. Here's an ASCII map of the maze: |
| |
| +-----+ |
| | K | |
| | | |
| +---------+ +---------+ |
| | R | |
| | +-------------+ | |
| | | | +--------------+ |
| | K | | K | |
| | | +---------+ +----+ |
| |#####| +-----+ | | |
| +-----+ | K | | R | |
| +---------------+ | |
| K | |
| +----------+ +----------+ |
| | | |
| | | |
| |START| |
| +-----+ |
| |
| R means Kritter, K means Kasplat, and ##### is the checkered flag. Use your |
| shockwave to kill the Kasplats, as regular attacks take far too long. Go |
| forward and kill the Kasplat, then head around the left corner and take out |
| another. Go back and take a right this time. Turn the corner and wipe out a |
| Kritter, then continue to kill a Kasplat. Take the left path and head around |
| a few turns to kill a Kritter. When you reach a fork, take the right path |
| and kill the Kasplat, then go back and take the remaining path. Kill the |
| last Kasplat and head to the flag. |
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Go down and hover to get your GOLDEN BANANA (1). Turn around and fly over the
bridge where Funky's is. There's a big pillar with a blue Kasplat near the Diddy
barrel, on the other side of the river from where the waterfall is. Land on it
and immediately play your instrument before you're knocked off, then activate
BANANAPORT #5. Drop down to the Funky bridge and hop back into the Diddy
barrel. Fly through the waterfall and land on your left. You should see Candy's
shop ahead. Go into it. Pay seven coins to get a third melon. You'll also
receive 20 instead of 15 units of energy for your instrument. Go right (after
holding R) out of Candy's and you should see a huge cabin. Climb it via the
ledges on your left, then head along the right ledge at the middle level. Play
your guitar on the pad to open the door in front, then head in.
This is quite difficult. You have to kill four Klobbers, two Klumps, and two
Kritters, all on ledges, in 60 seconds. If your time runs out, you get 10
seconds to evacuate before you're shot. At the start, head around the center
platform and get the bananas (15). Go to the back of the center platform and
jump into the Diddy barrel. Land on one of the back corners with a Kritter.
Quickly dispose of the Kritter, then position yourself at the middle of the edge
of the platform. Face the center platform, then fire an Orange Grenade to kill
the Klobber in the closest corner. Fire another to kill the Klobber in the
opposite corner. If you make a minimal jump to the closest corner, you can land
on the center platform without causing the other two Klobbers to attack,
allowing you to easily dispose of them with oranges. Once that's done, get the
banana bunch (20) and kill the Klumps and Kritter in the remaining corners with
oranges. Once all the enemies are dead, you get a GOLDEN BANANA (2), so leave
the room.
Head to the left side of the cabin and use a crate to reach the next level. Head
in the door after opening it by playing guitar on the pad. Go forward and use
your shockwave to take out the two Koshas. A Diddy pad appears in the center of
the room. Use it to spring up to a barrel left of the pad, then fly to the three
giant candles in the room. As you go above them, they will light up. Don't
forget to get the banana bunches (35). The grate below will open, allowing you
to get the GOLDEN BANANA (3). A BANANA FAIRY (1) appears, so take its picture
and leave.
Go past the guitar pad and activate BANANAPORT #5. From here, take out your
shooter and look WAY up high, right above this ledge. Shoot the balloon hovering
above (45). Drop to the level of the cabin below this one and use the Tag Barrel
to switch to Donkey. Jump to the ground at the very bottom and get the banana
bunch (5) on the pad, then play your bongos to enter. A large group of Zingers
will appear. Head to the front corners to pick up some homing ammo, then take
out your shooter and start picking them off. Lead your shots so you hit them
Once they're all gone, you'll get a GOLDEN BANANA (1). Now head to the back of
the room and jump to get the banana bunch (10) without falling in, then leave
the cabin.
Hop into the Tag Barrel and switch to Chunky Kong. Go back to the ground floor
and play your triangle on the right pad to open the door. This is quite
difficult. If you get caught by the light, you'll be shot instantly and be
killed in one damn hit. When the light is out of the way, Simian Slam the weird
pad near you. Get out of the way of the light, then head to the bottom right
corner. Go closer to the other side of the room and you'll see a pad. Wait for
the light to get out of the way, then slam it. There's a third pad you must slam
across the room from the second one. Use the same strategy to do so. If you hug
the wall, you can make your way to it without worrying about the lights. After
slamming it, a Chunky pad appears in the back. Once the coast is clear, head to
it and press Z to activate your Gorilla Gone. You're safe now, so get the banana
bunches in the middle (33) and jump into the Bonus Barrel.
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| Searchlight Seek | Difficulty : 2.5/10 |
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| This game is another melon game, though you have unlimited shots and can aim |
| freely. Press A to shoot. As you move the gun, the limited amount of light |
| you have will move with it. A Klaptrap is wandering around the barrel. Shoot |
| it to reduce your counter. You have 60 seconds to shooteight of them. This |
| game is quite easy so long as you lead your shots. Once you spot a Klaptrap, |
| fire a melon in the direction it appears to be moving. Keep your gun in the |
| same general area, as the Klaptraps regenerate near where they die. After |
| hitting eight, you'll win the game. |
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Grab your GOLDEN BANANA (1) and leave. Switch to Tiny Kong and head past the
guitar pad on the second floor. Play your sax on the pad to open the next door.
The camera angle makes this annoying. Bomb the two Klaptraps on the big platform
, then jump to it and kill the one at the bottom of the room. Head a little
further along the main platform to find another Klaptrap, then kill the one in
the corner. You'll get a GOLDEN BANANA (4). Ponytail Twirl for the two banana
bunches (30) and shoot the balloon (40) above the bottom pit, then leave.
Drop off the cabin and head over to Candy's, then past it until the path ends.
You're at what I am going to arbitrarily deem the west end of the level, so head
up the ledges on your right to reach a Tag Barrel. Continue to your right past
the Tag Barrel and you'll find BANANAPORT #2. Continue to find a Kasplat. Kill
it for a BLUEPRINT (2) and shoot the balloon (50), then go back and switch to
Donkey Kong.
Head over to Bananaport #2 and cross the plank on your right. Play your Bongos
on the pad to open another cabin door. A Golden Banana rests in a window. You
need to hit blue switches on the sides of the room to actually rotate the room
and complete the matching puzzle in 50 seconds. Here is the solution: (You start
with Side B, pound the left switch for Side A, pound the right switch at the
start for Side C).
Side A Side B Side C
+---+---+ +---+---+ +---+---+
| Y | B | | G | R | | G | P |
+---+---+ +---+---+ +---+---+
| R | Y | | B | O | | O | P |
+---+---+ +---+---+ +---+---+
Get the banana bunch (15) on the puzzle at the start. Matching letters are
matching pictures. Pound the red square, then pound the left switch to rotate
the room. Hit the red square, then hit the two yellow squares. Slam the blue
square, then pound the right switch to return to Side B. Slam the blue square,
then pound the green square and hit the right switch to go to Side C. Hit the
green square, then hit the two purple squares, followed by the orange one. Slam
the switch on the left and hit the orange square for your GOLDEN BANANA (2).
Pound the left switch for Side A and use the Battle Arena Pad you probably saw.
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| Battle Arena #6 - Plinth Panic | Difficulty : 4.5/10 |
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| This is really just Kamikaze Kremlings with a new name, as you'll be |
| battling a Kritter and two Kasplats like before. What you want to do is head |
| to the edge a bit, then move attack, holding B to charge your shockwave. |
| Release the B button to incinerate all the enemies. The Kritter seems to |
| regenerate first, so kill him, then charge up your shockwave to take out the |
| two Kasplats. After surviving for 60 seconds, backflip for your BATTLE ARENA |
| CROWN (6). |
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Leave the cabin (you appear on Side B). Head back to the Tag Barrel and switch
to Lanky Kong. There's a plank just by the Tag Barrel leading to another cabin.
Cross it, then stand on the very edge of the ledge with the cabin. Take out
your shooter and look down at the waterfall. Near the bottom is a balloon (45)
floating. Head around to the right side of the cabin to find a Lanky pad. Float
up to the top of the cabin and go over to a trombone pad. Get the bunch (50)
and play your instrument, then drop down and enter. Go forward and kill the
Koshas with a shockwave, then inflate yourself and float up to a Lanky barrel.
Head to the end of the room, avoiding another Kosha, and step on the switch,
grabbing the banana bunch (55). The weird pad thing at the start of the room
opens to reveal a banana for 3 seconds. Dash back and grab the GOLDEN BANANA (3)
, then leave the cabin.
Drop down to the waterfall from the cabin. Starting from the waterfall, dive
under and swim through the river, getting the bananas (65). The banana trail
ends at the waterfall, so turn around and jump over to the huge cabin area on
the left. Approach the cabin and use the boxes on the side to climb to the very
top level. Use Bananaport #5 to teleport. The Kasplat will probably be on your
ass the instant you arrive, so B mash him down for the BLUEPRINT (3). Now get
the four banana bunches (85), earning you a BANANA MEDAL (1), and teleport back.
Head down and use the Tag Barrel to switch to Chunky Kong. Make your way to the
very west end of the level and backflip up the ledges. Head over to Bananaport
#2 and get the banana bunch (38), then teleport. You'll get another bunch (43)
automatically. Head back so you're going towards the DK Portal and kill the
Kritter. There's an ice block for you to punch on your right. Head through the
new path and get the three bananas (46), then get the banana bunch on the pad
(51) at the end and press Z to become invisible. You'll then see a GOLDEN BANANA
(2).
Head back to Bananaports #1-2 and switch to Donkey Kong. Grab the banana bunch
(20) on Bananaport #1. Now go to where you just got the invisible Golden Banana
and shoot the balloon (30) in here. Head back to the ports and switch to Lanky.
Go right and ignore the Kosha. Orangstand up the slope once you reach it, then
switch to Chunky at Cranky's Lab. Head across the bridge from Cranky's and
Primate Punch the ice block at the end. Follow the new path into a room with a
boulder and get the six bananas (57) around it. Now use the Chunky barrel in the
back of the room to become huge. Pick up the boulder, then get the bunch (62)
under the boulder. Time your press of the Z button so Chunky places it on the
moving boulder switch. An igloo holding a Tiny pad and a Golden Banana will
explode.
Head back over to Cranky's and switch to Donkey Kong. Walk across the bridge to
a Donkey pad. Get the five bananas (35), then press Z for the next blasting
course. Shoot to the barrel with the banana bunch (40). After a couple linear
shots, you'll be auto-blasted. After another shot, you'll have to blast into a
barrel with a coin above it. A couple shots later, blast into the barrel with a
banana bunch (45). A few more shots, one with a coin come before being auto-
blasted. Now shoot into another banana bunch barrel (50). Shoot linearly twice,
then get auto-blasted and shoot again for a banana bunch (55). When you reach
the next fork, take the one on the left. Take a couple more linear shots to a
Bonus Barrel.
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| Busy Barrel Barrage | Difficulty : 3/10 |
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| This is perhaps the most barbaric bonus game of DK64. Baddies will come at |
| you (you're in the center, armed with your shooter) and you have to shoot |
| them constantly. This time, there are only three to start with. However, the |
| irregular times at which they regenerate make this a little more confusing. |
| Just shoot them as they come. If you get hit by even one, you lose. The goal |
| is to survive for 60 seconds. Since you can only spin around, the best |
| strategy is to aim in circles and fire at them one by one. You have |
| unlimited ammo, so feel free to mash B all you want. Once one Kritter is |
| dead, kill the next, but be quick about it. While they regenerate, point |
| your gun at the one that you killed first. If an enemy starts to get too |
| close, shoot it down fast. Continue this pattern and you should win easily. |
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You'll fall down to the DK pad, then get your GOLDEN BANANA (1). Continue across
the bridge into the room where Chunky put the boulder on the switch. Collect the
bananas (58) along the way, then shoot the balloon (68) at the end. Head back
out and across the bridge, then use the Tag Barrel to become Diddy Kong. Jump
into the Diddy barrel and follow the river under the "archway". You'll find an
igloo in the center of this next area. Fly through the DK star above the igloo,
getting the banana bunch (50), and music pads will appear in front of the
doorways of the igloo.
Hold Z so you don't land, then head around the area to find a stone pillar with
a banana bunch (55). Just above the ice igloo near it is another banana bunch
(60). Go over to an igloo-shaped ice block in the back with a Tiny pad in it and
get the banana bunch (65) above it. Now head back through the archway toward
Cranky's and you should see a stone pillar in the water. Land on it, activating
BANANAPORT #4 and getting a banana bunch (70). Now stand on the edge of the pad
and shoot the balloon (80) for a BANANA MEDAL (2). Take the port, getting
another banana bunch (85). Kill the Kasplat for a BLUEPRINT (4), then get the
five bananas (90) and teleport back.
Drop into the water and swim over to the igloo. The guitar pad is right in the
front. Play your instrument on it to open the door and go in. You'll notice six
barrels positioned on pads. Head forward and the door will close, starting a 60
second time limit. The object is to pick up each barrel and throw it. However,
you must do this in numerical order (the pads are numbered). Here is this the
solution to the puzzle:
4
1 6
2 3
5
After all the barrels are destroyed, you'll get a GOLDEN BANANA (4). Shoot the
balloon (100) hovering above, then leave the igloo. Go around to your left. Jump
to the island with the Tag Barrel and switch to Lanky Kong. Play your instrument
on the trombone across from here and enter the next part of the igloo. This
segment is easy as cake. Some beavers generate on the sides of the room. Wipe
them both out, then take out of the trio of Kritters that follows. Lanky pads
will appear on parts of the ice tower. This is really pretty linear, so just
float up to the top of the tower using several pads, getting the bananas (90) as
you go. At the top, shoot the balloon (100) hovering near the ceiling and get
the GOLDEN BANANA (4). Drop down and leave the igloo.
Switch to Chunky Kong. Just past the Tag Barrel is BANANAPORT #3. Take it and
shoot the balloon (72), then port back. Continue towards the back of the area to
pick you your GOLDEN BANANA (3) and some bananas (77), earning you a BANANA
MEDAL (3). Now head to the igloo and play his instrument on his pad. Before you
go in, get the BLUEPRINT (5) from the dead Kasplat on top of the igloo. You have
to jump to the flat part of the door, then backflip to the top. Now go in.
You'll meet that damn rabbit from Fungi Forest, who is tied to a barrel of TNT.
Fireballs are going to come from the sides of the room to try and light the TNT.
Just head around the room in circles pressing B to defeat them. Nothing will
really happen if just a couple of fireballs touch the barrel. Once you've
survived the time limit, you get a GOLDEN BANANA (4). Shoot the balloon (87)
and leave.
Switch to Donkey Kong, then swim past Bananaport #3 and to BANANAPORT #1, which
has a banana bunch (73). Now go over to the igloo and collect the bananas (78)
around the igloo, then play your Bongos on the appropriate pad to open another
gate. Prepare yourself for one of the most difficult Golden Bananas in the game.
Before you is an ice maze, with a Golden Banana in the center. As soon as you
enter, the maze begins to rotate. Touching the walls of the maze causes you to
lose an entire melon of health. Yup. Get the banana bunch (83) on top of the
door for a BANANA MEDAL (4), then shoot the balloon (93) hovering above the
maze. Go leftward to find the entrance to the maze. Start going through. Tiptoe
your way through the maze to avoid getting hit. The maze slows down before
changing direction, so move accordingly. As you go through, collect the bananas
(100). Once you reach the end, get the GOLDEN BANANA (4). After you get it, head
back through the maze and leave the igloo.
Now switch to Tiny Kong. Get the banana bunch (55) on Bananaport #3, then head
over to the back where Chunky picked up his Golden Banana. Use the Tiny pad to
warp to the very top of the level. Though it's part of the level, it's
"separate" in that if you drop down, you'll die instead of landing somewhere
in the level. That means you can't just fly up to it with Diddy's rocketbarrel.
Head forward at the start and use your shockwave while on the DK pile to get a
RAINBOW COIN and kill the Kosha. This permanently stops the earthquakes, though
I do admit that it's pretty useless since you're almost done here and will never
have to come back. Get the four banana bunches (75), and thus a BANANA MEDAL (5)
, and teleport back.
Swim over to the igloo and play your instrument on the saxophone pad around the
igloo to open the next door. This is also difficult. First, get rid of the Kosha
(he regenerates very quickly). Get the bunch (80) on the weird pad, then slam it
to start a timer and make it move. Each time you slam it it gets smaller. You
have to lead your Simian Slams since the pad moves in circles. Keep slamming it
and killing the Kosha as it comes back. Once it disappears, you'll get a GOLDEN
BANANA (4). A BANANA FAIRY (2) also appears. Shoot the balloon (90) from atop
the door, then leave.
Jump into the water just below the guitar pad, then follow the trail of bananas
(100) out of the area. The trail ends near Bananaports #1-2. Head on over to the
ports and use the Tag Barrel to become Chunky. Now, facing away from the river,
head left and look along the icy wall for an ice block near the Kosha. Primate
Punch it, then head forward and get the three bananas (90). Shoot the balloon
(100) by... Snide's HQ! At last. Now exchange your blueprints for Chunky's
GOLDEN BANANA (5), Diddy's GOLDEN BANANA (5), Tiny's GOLDEN BANANA (5), and
Lanky's GOLDEN BANANA (5). You'll also get Lanky's DK Isle GOLDEN BANANA (4).
Now go into the Troff n' Scoff Portal. Have Lanky feed Scoff 100 bananas. Now
feed him another 100 with Tiny. Have Diddy feed Scoff his 100 bananas, then let
Donkey give him the last 50. Donkey's face appears on the door, so head in.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Boss - Army Dillo II
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : 6/10
Oh great, another repeat. The Kritters are repairing Army Dillo, banging on him
and reattaching his cannons. The new and improved Army Dillo rolls into the
crystalized battlefield, ready for action. He brings out his cannons to begin
the fight.
This battle is quite complex, but it isn't necessarily all that difficult.
Army Dillo starts with some simple fireballs. Simply head around in circlish
patterns, moving back and forth every fireball. After several shots, Army Dillo
will begin to taunt you. Quickly pick up the TNT barrel and throw it at his face
(his armor protects all other parts of his body) to electrocute him, causing
damage.
Run away from Army Dillo towards the wall of the room, as he curls up and begins
rolling. You're not much faster, but you are much smarter (I hope), so it's
relatively easy to avoid him. He'll head back to his position and bring out a
special pair of cannons. They thrust him upward and work as a jetpack, so the
boss flies to the top of the room and hovers. Then, he'll slam the ground and
emit a green shockwave. To avoid it, jump when it comes and press B to hover for
a second. The boss rolls to a new position and starts shooting fireballs. This
time, they come faster and harder, so change direction every two shots this
time. When the boss stops to taunt you, throw another TNT barrel at him.
Retreat to the back of the room once Army Dillo starts rolling towards you
again. He'll head back to his position and take out the thrusters again. This
time, you have to dodge two shockwaves. If you time it right, you shouldn't have
much of a problem. Next up is a round of fireballs. Change direction every two
fireballs again until he stops to taunt you. Throw a third TNT barrel at him to
cause more damage. His cannons blow off, but he doesn't chicken out immediately
like last time.
He can still roll around, so avoid him and head to the back of the room and over
to the side. Next up, Army Dillo will return to his position and thrust upward
again. Dodge three shockwaves using either a jump attack or a backflip. Instead
of fireballs, Army Dillo brings out a third cannon on his back. After it
enlarges to a ludicrous size, Army Dillo will use his thrusters to fly upward.
He'll then fire off a large group of fireballs, which will begin to rain down on
you. They'll light up the area where they're going to hit, so use that to avoid
them. After all the fireballs are gone, Army Dillo will shoot a homing missile
at you. This is difficult to avoid, so either take the damage or run to the TNT
barrel and make the missile explode on the barrel. Once the boss begins to taunt
you, throw a final TNT barrel at him. Because of all the shit he's added on to
himself, all of his cannons and thrusters explode along with his entire armor
system. Some magical sparkly crap brings him up (don't worry, he's not coming
back this time) and you get your BOSS KEY (6).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Head out of Snide's area after exchanging Donkey's blueprint for a GOLDEN BANANA
(5). Now return to Bananaports #1-2. Kill the Kritter near the ice block leading
to the Chunky pad and turn left. Leave this place for good.
--------------------------------------------------------------------------------
HOW TO STOP THE FALLING STALACTITES: Enter the level as Lanky Kong. Head forward
and then to the right, past a Kritter, where you'll find a Tag Barrel and
Bananaports #1-2. Make a right here, past a Kosha, until you reach a steep
slope. Orangstand up the slope to find Cranky's Lab. Use the Tag Barrel to
switch to Tiny, then enter Cranky's lab and pay seven coins to purchase the
Monkeyport. This allows you to use Tiny pads to teleport.
Stand on the corner of the ledge you are on that is near the steep slope. Look
down and you should see a river. Across the river is a ledge, so Ponytail Twirl
down to it and make a left. Avoid the Gnawty and work your way up the circular
ledges to find a Tag Barrel. Switch to Chunky Kong, then face the ice castle
just by you. Follow the left "bridge" to a boulder. Pick up the boulder, then
head up the left plank and place it on the red switch. This causes an igloo to
shatter in a cave.
Look to your left and you should see Cranky's lab and the steep slope again.
Drop to the land just below, then hop across the river to the ledge on your
left. Make a right and follow the ledge, jumping a couple of gaps. You should
see a transparent ice wall on your left once you reach the top. Primate Punch it
open to reveal a tunnel, which you should head inside. This is where the igloo
we shattered was. Hop into the Chunky barrel in the back to become huge, then
pick up the boulder and place it on the moving switch. This shatters another
igloo, which contains a Golden Banana.
Use the Tag Barrel in this room to switch to Tiny Kong again, then head out the
tunnel. Start moving across the bridge dead ahead, which leads to Cranky Kong.
If you look to your left you should see an archway in the tunnel, marked by a
Diddy barrel, where the river leads. Jump down into the river and head through
the archway to find a big igloo. Head around the igloo to your right and swim
towards the back of the area, where you'll find a Tiny pad below Chunky's Golden
Banana. Use it teleport to a secret area at the top of the level. Now use a
shockwave to kill the enormous Kosha you'll find. This will permanently stop the
stalactites.
--------------------------------------------------------------------------------
==========================----------------------------==========================
| o--------------------------o |
| 4r | DK Isle | ISLE09 |
| o--------------------------o |
--------------------------============================--------------------------
Head down by the Tag barrel at the bottom of the lobby. Follow the path to the
blue Kasplat that Chunky opened up and jump into the Donkey barrel at the end.
Now head back through the passage and run straight across over to the other ice
block Chunky punched opened. Cross the lava and grab the GOLDEN BANANA (3), then
head back across the lava and deactivate the Strong Kong. Leave the Crystal
Caves lobby now. Drop down from the ledge you are on and then head over to the
Bananaports. Use the Tag Barrel to become Diddy Kong, use Bananaport #3 to warp
to the waterfall, then use the barrel kannon to blast to the floating island.
Head into the shack, take out your shooter, and look up. You should see a
mushroom floating around the ceiling. Lead your shot so you can shoot it and it
will turn yellow. You have to shoot it in this order: Diddy, Donkey, Lanky,
Chunky, Tiny. After everyone has shot it, a door near the back of the room opens
to reveal a Chunky pad. Before becoming Chunky, first face the exit back to DK
Isle. Look at the wall above and to the right of it to find a Feather Switch.
Shoot it to release a BANANA FAIRY (2). Now switch to Chunky. Head to the back
and use the pad to become invisible. Move over to the wooden board thing nearby
and you'll find a Battle Arena Pad.
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #7 - Forest Fracas | Difficulty : 3.5/10 |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This Battle Arena is pretty easy. All you have to do is survive a Kritter |
| and a Krypt for 60 seconds. However, a Kasplat will be added into the mix |
| once you kill the first set of enemies. I recommend using the shockwave |
| attack for the battle from then on. You can use the moving attack on the |
| weaker enemies for a one hit kill. Keep doing this until the time limit runs |
| out, then backflip for your BATTLE ARENA CROWN (7). |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Swap back to Lanky, then head into the forest.
==========================----------------------------==========================
| o--------------------------o |
| 4s | Fungi Forest | FUNGI2 |
| o--------------------------o |
--------------------------============================--------------------------
It's time to get Fungi Forest's last Golden Banana. Head forward to the
clocktower and use Bananaport #4 in the back. Go left over to the rabbit. Play
your instrument to wake him up for the second race. Stupidly enough, you don't
get infinite Crystal Coconuts for this. If you start to run out, you'll have to
actually get some during the race, so make sure you stock up beforehand. There
are some in the grass at the edge of this clearing. The rabbit is fast as hell
this time. You really need to cut corners and take shortcuts if you expect to
have the tiniest chance of winning.
At the start, hop into the Lanky barrel. You must jump over all the flagged logs
to progress through the race. Go forward once the race beings and hop over the
log on your right. Head towards the start, jumping a log. Now go around the
stump by the start, jumping two logs. Go back toward the tree and go through it,
jumping three logs. Now head to the back of the area, where you'll find another
weird tree thing. Go around the back of it, jumping two logs. Head towards the
big tree again and jump a log , then go towards your left, jumping a couple
logs. Now is your chance to get ahead. Cut the huge corner the rabbit takes as
you head to the side of the area. Follow the arrow at the top of the screen to
jump over two logs, then head towards the tree. Go around it and continue to
the start of the race. Jump the last couple of logs and cross the finish line.
Since you beat him when he was trying, he'll give you Fungi Forest's last GOLDEN
BANANA (5). Take Bananaport #5 back to the start. Head around to the other side
of the clocktower, then leave Fungi Forest for good.
==========================----------------------------==========================
| o--------------------------o |
| 4t | DK Isle | ISLE10 |
| o--------------------------o |
--------------------------============================--------------------------
Drop off the island and into the waterfall lake, then use Bananaport #3. Switch
to DK and use Bananaport #1. Head around K. Lumsy's island to the left and you
should see a sandy island. Hop into the barrel kannon on it to be blasted into
Crocodile Isle's crown. You appear in a gothic sort of room with a central
"tower" surrounded by lava. To leave, turn around and jump into the pit. For now
, head around to the very back of the tower and face it. You should see some
bars trapping a Kasplat. Shoot the Coconut Switch on the bars to open them, then
head to the right side of the tower, where a Tag Barrel is. Switch to Diddy
Kong. and kill the Kasplat in the tower for a BLUEPRINT (1). Go back to the Tag
Barrel and switch to Chunky Kong. Head to the side of the tower opposite the Tag
Barrel. Kill the Kosha if you wish, then pick up the boulder and throw it
somewhere to reveal a Lanky pad. Head back and switch to Lanky. Go to the other
side and float up to the top of the tower. Unearth the DK pile for a RAINBOW
COIN, then hop into the Bonus Barrel.
+=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Searchlight Seek | Difficulty : 3/10 |
+~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This game is another melon game, though you have unlimited shots and can aim |
| freely. Press A to shoot. As you move the gun, the limited amount of light |
| you have will move with it. A Klaptrap is wandering around the barrel. Shoot |
| it to reduce your counter. You have 60 seconds to shoot ten of them. This |
| game is quite easy so long as you lead your shots. Once you spot a Klaptrap, |
| fire a melon in the direction it appears to be moving. Keep your gun in the |
| same general area, as the Klaptraps regenerate where they die. After hitting |
| ten, you'll win the game. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
After getting your GOLDEN BANANA (4), hop down and switch to Donkey Kong. Go to
the back of the tower and jump up the steps, where you'll meet B. Locker. He
demands 80 Golden Bananas, but you have 166, so head into the last level.
==========================----------------------------==========================
| o--------------------------o |
| 4u | Creepy Castle | CRCAST |
| o--------------------------o |
--------------------------============================--------------------------
Moves - Super Duper Simian Slam, All Kongs - Sniper, All Kongs - Upgrade 2
Difficulty - 9/10
Enemies - Flip-Flap, Fly, Ghost Book, Kasplat, Kosha, Kreepa, Kroc, Krypt,
Resident Demon, Skull Cart
A Kasplat is running inside K. Rool's ship, trying to get out, as he fears that
K. Rool (fatso, as he calls him) will discover the Kongs are returning the
blueprints to the Blast-o-Matic. K. Rool says he would have chosen his last
words more carefully. Just as the Kasplat reaches the exit, a huge red Klaptrap
blocks him off.
Creepy Castle, while quite long and challenging, is a lot of fun. It's basically
composed of the long outside path up the castle and the interior crypts,
dungeons, and fancy rooms such as the ballroom and museum. At the start, head
forward and carefully cross the narrow bridge, getting the bananas (5). Head up
the stairs by the water to find a big tree. Use the DK pad in front of it for
another barrel blasting course Shoot into the first barrel. You'll notice a ring
on the next one. This is how you do this course: follow the rings. Shoot through
several rings until you come to a barrel that points above one way below and one
with a coin. Shoot to the one with a coin, then shoot through a couple more
barrels to be auto-blasted. Blast into the DK star at the end. The gate blocking
the entrance to the big tree opens, so head into it.
Head forward and you'll see a big circular piece of wood in front. Shoot the
Coconut Switch to move it aside, then head forward and defeat the Kasplat for a
BLUEPRINT (1). Shoot the balloon (15), then drop into the pit below and you'll
land in water. Swim through the passage ahead and hop onto the raft once you
reach the large room, getting the banana bunch (25). A bunch of targets will
appear on the walls very, very, very, far from you. Go into first person with
your shooter and aim at the first target, which is moving from side to side.
You'll have to lead your shots quite a bit, as they're very far away. After
shooting it, the water level will rise. Look to your left for the next target it
, then shoot it to raise the water level again. Shoot the last target, on your
right, to raise the water level one more time. Now get the GOLDEN BANANA (2) and
take a picture of the BANANA FAIRY (1).
Swim to the very bottom of the place and look for another passage out. Swim
through it. You'll be dumped into the lake below the big tree. Head back up the
stairs and climb the ladder just past the tree. We could have continued along
the path, but the first thing we're going to do is get the new Simian Slam
upgrade. At the top, activate BANANAPORTS #1-5 on your left and right, then head
to your right and cross the drawbridge when it raises. Get the bananas (26) as
you head up the path, killing two Krypts. Now get the bananas (32) as you cross
the bridge, avoiding the Kosha. Continue collecting bananas (41) as you head up
the path. You'll need to jump across two platforms moving in and out. Now, on
your right, activate BANANAPORT #2, then continue forward. Follow the purple
banana trail along the bridge until you reach BANANAPORT #3. Head into the lab.
Pay seven coins to purchase the Super Duper Simian Slam. This allows your Kongs
to trigger the red switches with their faces on it, which you'll find pretty
much everywhere in this level. Once out of the lab, use Bananaport #3 to warp
down. Climb the ladder by port #2 leading back to the path. Follow the trail,
killing Krypts and grabbing bananas (46). Get the two bananas on the moving
platforms (48), then continue heading around the castle, collecting more bananas
(52). Ignore the stairs once you find them. Instead, head to the left of the
stairs. Drop down the ladder by the gap in the fencing and head through the
nearby wooden door (it opens automatically). You are now in the crypt. Head left
at the red Kasplat and you should see a big skull. Drop down off the fence and
kill the Kosha, then go and shoot the Coconut Switch to the right of the skull
and head inside. These are the catacombs. I'll provide a quick map for this
place:
+-----+
| P |
| 1 | +-----+
| +-------+ | 2 C
| | | |
+-------+ +-----+ |
| | +--------+
+-----+ +-----+ | 3 P
| | | +--+
| +---------+ |
| 1 2 3 |
+-------+ +-------+
|START|
+-----+
Legend:
C - Coconut Switch # - Bananaport
P - Peanut Switch
This place has a separate set of teleporters, so activate BANANAPORTS #1-3.
Head left at the start and then go right. You'll need to kill some Krypts as
you head through this place. Make a right next, then a left to find BANANAPORT
#2. Grab the banana bunch (57), then shoot the odd-looking Coconut Switch to
open the door. You'll find two columns of three levers. If you pull them in the
wrong order, you'll get shocked, so pull them (you'll have to dispose of the
Krypt continually) in this order: top left, top right, bottom left. This will
open the door ahead, so head inside after shooting the balloon (67). It's time
for another coin-collecting mine cart ride. However, this time you'll only need
to collect 25 coins. The Resident Demon, a massive ghost resembling Kackle from
DKC2, will also terrorize you and try to steal your coins during certain
segments of the track. Joy.
At the start, head through several doors, getting a coin (1). Get two coins (3)
as you head along the track, then go through another door. Grab a few more coins
(6) before entering an area that looks like the inside of someone's ribs. Jump
for the first coin (7) to meet the Resident Demon. Grab all the coins (12),
switching lanes to get them (12). He'll throw his hands at you, so switch lanes
to avoid them. Remember that getting hit costs you three coins, so avoiding the
hands takes priority over grabbing the coins. You'll soon pass through a door,
and the Resident Demon will leave for now.
Grab the coins (17). Gravestones will appear, so you'll have to switch lanes to
avoid hitting them and losing three coins. They alternate lanes and are marked
by coins. At the end, you'll head through a door. Grab coins (25) as you head
through the next area haunted by the Resident Demon. Here the ghost's hands will
swoop across the track. You'll have to jump to avoid them. Eventually, you'll
come to a three-laned section. The Resident Demon will spit two groups of three
Skull Carts at you and the camera will turn around. Switch lanes as the skulls
come to avoid damage, then dodge a few more hands. This is harder now, as he
begins to throw them in a swooping motion across the lanes. You'll go through a
door at the end.
There's another gravestone section here. Switch lanes as they pop up to avoid
them. After several stones, another door will open and one last gravestone will
pop up before the next ghost-segment. You'll find one gate here on the right
lane that you'll have to avoid. The Resident Demon will use his regular punches,
so dodging them is easy. Head through the area, grabbing coins and avoiding
hands until you make it into the next door. This gravestone area is quite long.
They also don't alternate perfectly anymore. Gravetones are always positioned
behind coins, so they are marked. After you make it through the door, head
forward on either lane. Donkey will go up a huge slope, then come crashing down
on the other one. That's right, you have to go through the whole mine cart ride
the other way. However, this is also a chance to make up lost coins.
Head through the gravestone area again. Switch lanes to avoid them and head
through the Resident Demon area. Dodge his hand punches (they swoop, so you want
to be where the hand initially goes, jumping, so it doesn't swoop into you),
grabbing coins and avoiding the gate, until you reach the door. Avoid the
gravestones until you reach the Resident Demon again. Dodge his regular punches.
When you reach the three-lane area, avoid the flaming skulls, then dodge his
swooping punches. After going through the gravestone area, you'll get to the
final Resident Demon area. Avoid his hand. Now you just have to go through the
final few doors before Squawks comes to give you your GOLDEN BANANA (1).
You reappear right by the entrance to the mine ride, so head out of this room
and warp back to the start, then leave the skull. Take the ramp on either side
opposite the skull (there's a bad guy guarding each) and head over to the red
Kasplat. Go leftward and you'll find a Tag Barrel, so switch to Diddy Kong. Head
over to the Kasplat and kill it for a BLUEPRINT (2). Now go over to the skull.
Drop down and kill the Kosha, then shoot the balloon (10) above the skull. Shoot
the switch on the left, then head into the skull.
Go left initially, then right, left, right, left, right. Activate BANANAPORT #1
and grab the banana bunch (15) at the end. Now shoot the Peanut Switch in front
of you to open the door. You'll notice a giant coffin in the middle and two
small coffins on the side. The coffin has four numbers (3 and 2 on the front, 1
and 4 on the back). First, Chimpy Charge the three button to open the two small
coffins. Kill thee enemies that come out and shoot the balloon (25) on the left.
Now Chimpy Charge the numbers in the following order: 1, 2, 3, 4. The huge
coffin opens up to reveal a GOLDEN BANANA (1).
Head back to Bananaport #1 and warp, then leave this dump. Go up one of the
ramps and head over to the Tag Barrel. Switch to Chunky Kong, then head over to
the skull. Shoot the Pineapple Switch on the right and enter the skull. This
time, go right at the start and follow the path to the end. Activate BANANAPORT
#3 and shoot the Pineapple Switch. This room has two coffins on both sides.
Primate Punch the two left ones for banana bunches (10) and the bottom right one
for a Bonus Barrel.
+=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Searchlight Seek | Difficulty : 3/10 |
+~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This game is another melon game, though you have unlimited shots and can aim |
| freely. Press A to shoot. As you move the gun, the limited amount of light |
| you have will move with it. A Klaptrap is wandering around the barrel. Shoot |
| it to reduce your counter. You have 60 seconds to shoot ten of them. This |
| game is quite easy so long as you lead your shots. Once you spot a Klaptrap, |
| fire a melon in the direction it appears to be moving. Keep your gun in the |
| same general area, as the Klaptraps regenerate where they die. After hitting |
| ten, you'll win the game. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
After getting your GOLDEN BANANA (1), head to Bananaport #3 and warp. Leave the
skull. Go up the ramp once again and head over to the Tag Barrel. Switch to Tiny
Kong. Follow the path past the Tag Barrel. You'll soon see Funky's place. Shoot
the balloon (10) in front, then head in. Pay 7 coins to get the sniper scope.
Press right C while in first-person aiming to zoom in and left C to zoom out.
You can also use the Z button to slow down movement.
Head back to the Tag Barrel and over to the red Kasplat. Turn left instead of
going right to the skull to find another creepy-looking building. Shoot the
Feather Switch on the right side of it to open it, then head in. Turn right at
the start and kill the Krypt. Now use the Ponytail Twirl to cross the gap,
getting a banana bunch (15). Continue to a big room filled with green lava. Slam
the red Tiny switch to make a bunch of hands start rising up. Very, very
carefully (you die instantly if you fall into the lava) make your way across the
hands. You can actually just Ponytail Twirl straight across the middle hands to
the GOLDEN BANANA (1). You have to jump diagonally off the hands so that you're
not blocked by the fingers. The hands stop sinking after you get the prize.
Make your way across to the Tiny switch, then head back over the lava-filled gap
and kill the enemy. Head out of this building, then go over to the Tag Barrel
and switch to Lanky Kong. Alright, make your way to Funky's place, then turn
around and continue all the way to the door leading out of the crypt. You'll
grab a **** load of bananas (30) along the way. Go to the building Tiny entered.
Shoot the Grape Switch on the left side, then go in. Stand under and just to the
right of the Lanky barrel and equip your shooter. Face the Grape Switch, then
jump and shoot it and as quickly as possible jump into the Lanky barrel. It's
possible to get into it before the cut-scenea activates. You've got a mere 13
seconds to dash through the hallway on the left, taking turns and avoiding
enemies before the gate closes. You'll just barely make it. At the end, shoot
the balloon (40) above the lava and play your instrument on the music pad to
lower vines. Swing across them to reach the GOLDEN BANANA (1).
Swing back across and head through the hallway, after shooting the Grape Switch
on your right to open the gate. Kill the enemies as you go, then leave the
building. Head over to the Tag Barrel and switch to Donkey Kong, then head to
the wooden door and leave the crypt. Climb the ladder on your left (after
holding R). Now head over to the stairs you ignored earlier and jump up them,
getting the bananas (71). Head up over to BANANAPORT #1. Ignore the door for now
and continue. Get the bananas (74) as you head across the moving platforms,
then continue getting bananas (79) as you head around the castle, earning a
BANANA MEDAL (1). Climb the ladder for one more banana (80). Hop off the ladder
again, as we don't want to go there right now. Continue around the castle until
you reach a long set of winding stairs. Go up the stairs to reach the area with
all the Bananaports. At the end you'll find Bananaport #1. Next to it are some
stairs leading to a Tag Barrel, which you should use to swap to Chunky.
Climb down the ladder between Bananaports #2 and #3, then head inside the big
tree. Turn the camera by holding R and avoid the bats. Go left and grab the
banana bunch (15) in front of the circular slab of wood, then Primate Punch it
to break it open. Head forward to the end of the path and turn right. If you set
a foot on the vine bedding, the Pineapple Switch at the end of the path will
turn around, so use your sniper. First, shoot the balloon (25) hovering near the
cage. Now shoot the switch above the cage to open it. Head across the bedding
and jump into the Bonus Barrel.
+=~=~=~=~=~~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Beaver Bother | Difficulty : 10/10 |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=+
| Welcome to Beaver Bother, the unholy of unholies, the most difficult mini- |
| game in Donkey Kong 64. The objective is simple, but doing it is maddening. |
| You play as a Klaptrap and must press B to chomp, scaring the beavers in the |
| same direction your face is pointing towards. The idea is to scare them into |
| the pit into the middle. You need to drop 15 beavers in the hole before your |
| 60 second timer runs out to win. In my opinion, the best strategy is to |
| position yourself so that the beavers are between you and the circle, then |
| head around the hole in a spiral while tapping B. You want to scare the |
| beavers in tangentially, not head on. If you start scaring a beaver away |
| from the circle, stop pressing B until you've repositioned yourself next to |
| the beaver. You need to be quick or your timer will run out. If you can, try |
| to get multiple beavers in at once to save time. If you fall into the pit, |
| you lose and have to start over. Although it is maddening, you'll eventually |
| get it. I swear you'll finish with about three seconds left. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
After that ridiculously difficult GOLDEN BANANA (2), exit the tree. Climb up the
ladder by the tree again and drop into the lake in front of you. Head through
the crack in thedoor. This is the dungeon. Follow the trail of bananas (35) to a
Kasplat just waiting to give up its BLUEPRINT (3). Make a right here and head
into Candy's shop ahead. Pay nine (yes, nine) coins to get the final music
energy upgrade. That gives you 25 units of energy. Now turn back toward the
Kasplat and make a right, continuing through the trail of bananas (43) until you
reach a door on your right, which opens automatically. Head through it and make
a left, where you'll see a Lanky switch. Avoid the Kosha and Primate Punch the
gates on both sides, then head back and take the right path this time to a Diddy
switch. Primate Punch the gates on both sides for two easiest balloons (63) to
shoot in the game. Head back once more, taking the forward path this time.
Primate Punch the gates on both sides, then head out through the doorway. Hold R
, then make a right and follow the trail of bananas (75) to its end, earning a
BANANA MEDAL (2). Turn around until you reach a Tag Barrel, then become Donkey
Kong. Head through the hall until you reach the automatic door. Go through and
walk straight ahead, then slam the DK switch to open the gate. You'll find
another puzzle like Chunky's in Fungi Forest where you need to Simian Slam the
pieces to make them form Donkey's face. First, kill the enemy and get the banana
bunch (85). Here is the solution to the puzzle:
+---+---+---+
| 0 | 1 | 2 |
+---+---+---+
| 3 | 2 | 1 |
+---+---+---+
| 3 | 0 | 1 |
+---+---+---+
The numbers represent how many times you have to slam each square. After the
puzzle appears as DK's face, you'll earn a GOLDEN BANANA (3). Head out of this
room and use the nearby Tag Barrel to become Diddy Kong. Grab the two banana
bunches (35) from the gates you punched open, then head towards the exit and go
right to find Lanky's switch. Get the two banana bunches (45) in here, then go
back and take the opposite path. Slam the Diddy switch to open the door. A
Golden Banana rests on the other side of the room. However, if you walk onto
the metal part (you must stay on the hay) of the floor, it will turn around and
you won't be able to get it. Stay on the hay and take out your shooter. First,
shoot the balloon (55). Now shoot the switch on the wall to lower a bunch of
chains. Play your instrument to kill the Kosha, then swing your way to the
GOLDEN BANANA (2).
Head back across the room the normal way and go over to Donkey's switch. Use the
Tag Barrel here to switch to Lanky Kong. Go over to the exit and take the right.
Avoid the Kosha and the slam the switch to open a green lava room. Shoot the
balloon (50) above the lava and play your instrument on the pad to make a bunch
of Lanky pads rise. This is dangerous as hell, so be extremely careful. Jump to
the first pad and float to the next. Very carefully float from pad to pad until
you reach the Bonus Barrel at the end. Stop at the third pad to shoot the other
balloon (60).
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| Kremling Kosh | Difficulty : 3.5/10 |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Like Krazy Kong Klamor, this game requires good reflexes. You'll be using |
| the A button watermelon gun (shoot the center watermelon piece to reload, |
| since you only get five shots) to shoot Kremlings that pop out of the |
| barrels. The red ones (which pop out and go back in very quickly) are worth |
| two points while the green ones are worth one. You have 60 seconds to score |
| 25 points. Also like KKK, this is mostly just a test of your reflexes, so I |
| really can't provide many tips. You need to anticipate the red Kremlings to |
| score more points. Constantly shoot the Kremlings and be moving your gun to |
| score the most points. When you need to, reload. You need to shoot quickly |
| and aggresively to win. |
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After getting your GOLDEN BANANA (2), I recommend killing yourself as you
reappear back at the start of the three switch area. If you are up for the
challenge, float yourself back. Turn around and head through the automatic door.
Hold R, then follow the path to the right and stop at the Tag Barrel to switch
to Tiny Kong. Just on your right is a gap. Although it looks shallow, there's
actually nothing but oblivion in the gap. This is a stretch even for Tiny, so
take a deep breath, then Ponytail Twirl across the gap to a Bonus Barrel.
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| Teetering Turtle Trouble | Difficulty : 3/10 |
+~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| For once, the goal is to survive the time limit, rather than beat the time |
| limit. There are six snakes spinning turtles, three per row. Use the control |
| stick to aim at them and press A to fire watermelons into their mouths. If |
| you don't feed one snake long enough, it will stop spinning its turtle and |
| you'll lose. You only have five shots, but you can reload by "firing" at the |
| watermelon button in the middle. This mini-game can give you hell if you |
| don't know how to do it, but fortunately, it's easy as pie once you figure |
| it out. Simply shoot the top left snake, the top middle, top right, bottom |
| left, bottom middle, reload, bottom right, and so on. If you continue this |
| pattern (the snakes will yell, "Help!" when they're hungry, but that's okay) |
| , you'll survive the 60 second time limit with no problem. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Get your GOLDEN BANANA (2), then Ponytail Twirl back and head through the door
on your right to leave this area. Turn R, then head right and cross the
retracting platforms. Follow the path and notice the fence on your left. You
should see a big gap in the fence, followed by the fence starting up again with
a wooden beam. Keep going until the fence ends. Look down the ledge right after
the fence ends. You should see a ledge with a Kasplat below. Drop down and claim
your BLUEPRINT (4). Now, facing the castle, Ponytail Twirl across to another
ledge and climb the ladder. Head leftward and you'll reach the lake, so go up
the winding stairs near them to get to the Bananaport area. Go left and use
Bananaport #2 to warp upward.
Go across the nearby bridge heading up the castle, collecting the bananas (27).
Now backflip up the wooden platforms, killing the Kreepa and grabbing the
bananas (29). You'll reach the door to the museum. Continue along the path,
grabbing bananas (33) as you go, then activate BANANAPORT #4. You should see a
shed. To the right of the shed is a trash can. Jump into the Tiny barrel near it
to become super small, then use the mushroom to the left of the can to bounce to
the top, where you'll find a small hole to drop into. Immediately grab the
banana bunch (38). Grab the nearby homing ammo around the can, then take up a
position and shoot down all the flies. If you see a fly coming to attack you,
cancel your shooter and move out of the way. With the homing ammo, it should be
pretty easy. Once they're all dead, you get a GOLDEN BANANA (3). Find the exit
and leave.
Continue along the path up the castle, getting the bananas (44) and going past
the Diddy switch. You'll need to jump several moving platforms. Now head up the
vast bridge, grabbing the bananas (65) and the bunch (70) at the very top. It's
a long as hell trip, but you'll make it eventually. Activate BANANAPORT #5. Head
rightward up the small slope leading to Snide's HQ, avoiding the Kosha. Unearth
the DK pile behind the HQ for a RAINBOW COIN, then head into the HQ and exchange
your blueprint for a GOLDEN BANANA (4). Go back down the slope and kick the
Kosha, then continue over to a tower at the top of the place. On the right is a
Tag Barrel, so switch to Chunky and get his blueprint GOLDEN BANANA (3), then go
back and become Lanky Kong. First, we're going to make a stop to get his
blueprint.
Head over to the bridge leading down and take Bananaport #5 to near the start.
Now use Bananaport #2. Head DOWN the path and across the moving platforms, then
kill the Kasplat for a BLUEPRINT (5). Go back across the platforms and use
Bananaport #2, followed by #4 to reach the shed. Slam the switch beside the
greenhouse to open the door, then head inside of it. A Golden Banana rests on
the opposite side of the hedgemaze, but you have a mere 40 seconds to get it.
Once the time is up, the Golden Banana will disappear and a 10 second timer will
start. If you do not make it out of the maze in 10 seconds, you'll be shot for
a melon slice (this repeats until you escape or die). Banana bunches line your
path. Here is a map (not scaled):
+VV-----------------------+
| BB # # |
| GB #### # #### |
| # # ## |
| BBF# BB # # |
|########## ##### # # |
| # # # # # |
| #### # ## # #SC|
| #SC# BB ############|
| # # ### # SC|
|### # # BA #### ####|
| # # # BB #|
| #### #### # #### #|
| # ####LB# BB # #|
| # ######## # #|
| # # BB# #|
|###### ##### #######BBC|
+-------------^^----------+
Legend:
GB - Golden Banana LB - Lanky Barrel SC - Supply Crate (x3)
BB - Banana Bunch BBC - Banana Bunch Coin (x3) BFF - Banana Fairy Film (x3)
^^ - Start VV - Exit BA - Battle Arena Pad
I'll give you directions as if you were looking at the maze the way the map is
presented. Go west, then north and jump into the Lanky barrel. Head back to the
start, going east this time. Grab the banana bunch (65), then head north, east,
north, west to another banana bunch (70). Continue west past the bunch and go
south, then west to another bunch (75), earning a BANANA MEDAL (3). Now go north
for a long while (you'll have to move very slightly west because of the way the
hedges are), getting the banana bunch (80). Go east just before the dead end and
grab the banana bunch (85), then go north followed by west. Get the last banana
bunch (90) and continue to the northwest corner, where you'll find the GOLDEN
BANANA (3) The timer stops, so you can relax. Don't take the door out, as we
have something else to do. A cut-scene shows that a Battle Arena Pad has
appeared in the middle of the maze. Go east, south, west, and then south
straight to the Battle Arena Pad.
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #8 - Pinnacle Palavar | Difficulty : 6/10 |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| You'll be facing a Krypt and two Kasplats this time a round. Give them all a |
| good whack with your moving attack, then use the time the Kasplats take to |
| get up to charge your shockwave. Use it to kill both of them at once. |
| Continue through the arena like this, killing the Krypt at first with the |
| moving attack, then shockwaving the Kasplats. After surviving for 80 seconds |
| , you'll win a BATTLE ARENA CROWN (8). |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Head back up to where you got the Golden Banana and leave the maze through the
new exit. Take Bananaport #4 to the bottom, then use Bananaport #5 to reach the
top. Head over to Snide's HQ and exchange your blueprint for a GOLDEN BANANA
(4). Now go over to the big tower in the center of the area. On the left of is
is a Lanky switch. Pound it to open the door, then head inside. Kill the five
Kreepas in the room to make a Lanky pad appear, then shoot the balloon (100).
Now use your sniper to shoot the four Grape Switches way up high on the walls of
the tower. Once you shoot them all, the grate on the floor opens to release a
tremendous amount of hot air leading to a Bonus Barrel. Use the Lanky pad to
float up a bit, then float into the hot air. Manuever yourself to the middle and
float up to the Bonus Barrel. You're in for a real nice surprise.
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| Beaver Bother | Difficulty : 10/10 |
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| WHAT. THE. @$&%! TWO DAMN BEAVER BOTHERS IN ONE ****ING LEVEL? Has Rare lost |
| their minds? Anyway, this is pretty much the unholy of unholies and the most |
| difficult mini-game in Donkey Kong 64. The objective is simple, but doing it |
| is maddening. You play as a Klaptrap and must press B to chomp, scaring the |
| beavers in the same direction your face is pointing towards. The idea is to |
| scare them into the pit into the middle. You need to drop 15 beavers in the |
| hole before your 60 second timer runs out to win. In my opinion, the best |
| strategy is to position yourself so that the beavers are between you and the |
| circle, then head around the hole in a spiral while tapping B. You want to |
| scare the beavers in tangetially, not head on. If you start scaring a beaver |
| away from the circle, stop pressing B until you've repositioned yourself |
| next to the beaver. You need to be quick or your timer will run out. If you |
| can, try to get multiple beavers in at once to save time. If you fall into |
| the pit, you lose and have to start over. Although it is maddening, you'll |
| eventually get it. I swear you'll finish with about three seconds left. |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
After dropping down, use the Lanky pad to float back up to the top and get the
other "hardest GOLDEN BANANA (5) in the game". Rejoice. You will never EVER have
to play Beaver Bother again. Leave the tower. Head over to the other side of the
tower and switch to Donkey Kong. Now go to Snide's place and switch your
blueprint for a GOLDEN BANANA (4). Go over to Bananaport #5 and start making the
trek down the path. Once you find a Donkey switch, pound it. A door behind a
cloud down the path opens for 20 seconds. Quickly rush down the path until you
reach the cloud, then hop onto the cloud and into the library.
Head forward and avoid the bats as you go left. Follow the path to a room with a
stack of big books. The door will close and a bunch of enemies will appear, so
get the banana bunch (90), then kill the two Kreepas and two Krypts. A Donkey
switch appears on the books, so slam it to open a door. Head back to the start
and take the right pathway this time. You'll reach a hall with a bunch of Ghost
Books, which are harmful, flying across the move. Just before the books is an
alcove on the left with a DK barrel. Hop into it to become invincible, then head
across the room, backfliping for the two banana bunches (100). Deactivate the
move once safe, then grab the GOLDEN BANANA (5) and shoot the Coconut Switch to
open the door.
Once back outside, you appear beside the DK switch. Go back to the top of the
tower and use Bananaport #5, followed by #4. Hop across the moving platform on
the right (facing the castle), then jump into the Tag Barrel to become Diddy
Kong. Slam the switch to open the ballroom and go inside. Go forward and ignore
the Kosha, then turn around the corner. From the top of the stairs, take your
shooter out and look for a balloon (65) above to shoot. Hop off the stairs down
to the actual dance floor, where you should kill the two Krypts and three
Kreepas to make a Diddy barrel appear. Use it to fly upward, then head around
the room and fly above the three candles to light them, getting the banana
bunches (80). That gives you a BANANA MEDAL (4). A Bonus Barrel will appear in
the middle once all the candles are lit, so fly into it.
+=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Mine Cart Mayahem | Difficulty : 8.5/10 |
+~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Mine Cart Mayahem has become a lot more difficult from the one Chunky did. |
| This is one of the more difficult mini-games you've played so far. You'll be |
| racing around on a mine track above a pit of lava. However, there are two |
| enemy mine carts racing around to kill you. If you collide with it, you will |
| lose. The goal is to survive for 60 seconds. Hold Z to speed up, B to slow |
| down, and use the control stick at junctions to switch tracks. You can't |
| really rely on the in/out method this time. Just switch at random junctions |
| and stay as far away as you can from TNT. If you're about to crash and only |
| have a couple seconds left, hold B to delay the crash, which may save you. |
| The most important thing is to KEEP YOUR EYE ON THE TNT CARTS! If you don't |
| pay attention and just go in and out, you'll most likely get hit. You need |
| to add a bit more randomness to your movement patterns than before. Switch |
| at some junctions just to mix things up. You'll win once the time limit |
| reaches zero. |
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Get your GOLDEN BANANA (3), then land on the dance floor. Head up the stairs in
the front on either side and go through the hallway until you reach the exit.
Once you're outside again, switch to Tiny and enter the ballroom as Tiny. Head
through the hallway past the Kasplat to the dance floor. Drop down to the floor
and turn around so you're facing the top of the stairs. There's a Tiny pad just
by the wall. Get the banana bunch (75) for a BANANA MEDAL (5) and use it warp to
the museum. Grab the bunch (80) and turn around to find a weird shack thing.
Take a picture of the BANANA FAIRY (2) then grab the banana bunch (85) and use
the Tiny pad to warp to a different room. Grab the bunch (90), then turn around
to and shoot the balloon (100). Warp back, then hop into the Tiny barrel on top
of the shack. Drop down and head into the small hole in the front of shack.
You're somehow warped to the testing room of Frantic Factory to meet the racecar
again for another race, this time around the testing room. For this race, you
need to go through flags on the ground to win (you're not confined to a track
this time). If you miss more than five, you lose. You also need to collect 10
coins and beat the car in the two-lap race. Boxes will explode on contact and
cause you to lose three coins, so be careful. Hold Z to move.
Go forward at the start and get the coin (1), then go through the flags and turn
for another coin (2). Head around the box and continue going through flags as
you head around the corner, getting coins (6). Now head up the ramp leading up
the tunnel and get a coin (7). Go through the flags on the left and head around
the tunnel, getting the coins (10) and dodging the boxes. Continue to collect
coins in case you hit a box. Go back through the tunnel and go through the other
flag, then turn the left at the ramp. Continue going through flags and dodging
boxes, heading behind a stack of crates. Now you have to go through another
tunnel. Head around it as you go through the flags, then turn left at the end
and head over to the line. Read through the guide again and take your second
lap. If you have 10 coins, try as hard as you can to cut corners and get ahead
of the slotcar. Remember you ARE allowed to miss five flags, so miss some to
save time if you can. Once you manage to win with 10 coins under your belt, the
car will give you another GOLDEN BANANA (5).
Use the Tiny pad in front of the shack to warp back to the ballroom. Go up
either set of stairs here and follow the hallway to the exit. Outside, switch to
Chunky Kong. Head across the retracting ledge going down the castle and go over
to the greenhouse area. Left of the greenhouse is a shack. Primate Punch the
door of the shack open and head inside. Go forward and avoid the bats. Primate
Punch the "?" crate to reveal a Chunky pad. Become invisible, then grab the
homing ammo in the corners. Use your homing ammo to kill all the Flip-Flaps,
earning you a GOLDEN BANANA (4). Shoot the balloon (85) in here, then leave.
Start working your way down the castle from the greenhouse. Head down the wooden
path, killing the Krypt. Slam the Chunky switch at the end and head into the
museum. Head forward through the path, ignoring the Kosha. Go down the stairs
once you reach the two windows showing Tiny's rooms to find a new museum room.
Go to the left side of the room and you should see three shields with coins in
front of them. Use your Primate Punch to push in all three of them to make a
skull face open to reveal a boulder. Go to the back of the room and pick up the
boulder, then get the banana bunch (90) that was under it. Place it on the table
in the middle of the room to make a skull face in the back open up with a Golden
Banana. First, shoot the balloon (100) above the table. Now go to the right side
of the room and grab the GOLDEN BANANA (5). Head to the front of the room and go
up the stairs. Follow the hallway to the end, where you should exit.
After making it outside, continue down the castle, jumping down the ledges, over
to Cranky's. Use Bananaport #3 to return to the bottom, then head left over to
Bananaport #1. Switch to Diddy with the Tag Barrel on your left, then head over
to Bananaport #1 and warp. Get off the pad, then take up your shooter and look
upward at the castle. Near a window is a balloon (90) for you to shoot. Use
Bananaport #1 to warp back to the pads, then use #2 to warp up the castle. Hop
into the Diddy barrel. Follow the nearby bridge up the castle, staying above it.
When you reach the end, there is a post attatched to the castle by a chain. Grab
the banana bunch (95) on top of the post without landing, then fly all the way
up to the top of the castle, where Snide's place is. Fly up to the top of the
tower where Lanky played that moronic mini-game and go past the top. Land on the
second cloud you should see and grab the banana bunch (100). Hop along the
clouds back to the tower and jump into the Bonus Barrel.
+=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Big Bug Bash | Difficulty : 3/10 |
+~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~-+
| You actually control a fly swatter in this mini-game. Use the joystick to |
| move it around the barrel and press A to swat. The object is to kill ten |
| flies in 60 seconds. They are fast as hell, so you'll have to lead your |
| shots and move the swatter irregularly. I recommend staying close to the |
| center and moving your swatter in crazy directions. I find I hit the flies |
| most often when I move the swatter northwest, northeast, southwest, or |
| southeast. Once your hit counter reaches zero, you'll win! |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Grab your GOLDEN BANANA (4) and drop to the bottom of the tower. Head over to
Snide's and exchange your blueprint for a GOLDEN BANANA (5). You'll also get a
DK Isle GOLDEN BANANA (4) from the Kasplat in the level lobby. Head over to the
top of the path and use Bananaport #5, then #4 to reach the greenhouse. Turn
around and enter the Troff n' Scoff Portal. Head up the Banana Pad and feed
Scoff 100 bananas with Diddy, 100 with Donkey, 100 with Tiny, and 100 with
Lanky. The door shows Lanky's face, so head in.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Boss - King Kut Out
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : 7/10
The Kremlings are hammering away on a big cardboard display on top of a large
wall surrounding the water of the area. After they're finished, they hold it up,
reavealing it to be a cardboard imitation of K. Rool. The way this battle works
is that you have to use the barrel kannons to blast yourself into it. As you hit
it more and more times, it begins to fall apart. If you miss or lose all of your
health, you get a new Kong to use. However, if you miss or die with your last
Kong, you have to start over.
Head forward at the start and jump into the barrel kannon ahead (you'll notice
the ground around it is glowing). You'll be blasted at the kut out, which makes
annoying noises. Lanky lands in the water, so quickly swim back to the platform
in the middle without getting hurt by the Puftup or the lasers the kut out
fires. Dodge the another group of lasers and the kut out will pop up somewhere
else. Jump into the glowing barrel to hit the kut out again, then swim back to
the center platform, dodging lasers. Avoid lasers and wait for the kut out to
pop up again. Give it a third hit by jumping into the glowing barrel and one of
its arms will fall off.
Swim back to the platform and avoid the lasers. If you slow down, you'll get hit
, so be careful. When the kut out pops up, it gets a little harder. There are
two versions of K. Rool now, making two barrels glow. A Kreepa will also start
appearing on the platform, so you must avoid it. You can also kill it to refill
your health should you need to. Jump into the one pointing towards the K. Rool
that is opaque (the fake K. Rool is transparent) to hurt him. Swim back to the
platform and dodge the lasers. Continue like this, dodging lasers and swimming
back. Give the kut out another three hits and it will lose its other arm.
This is where things get a bit harder. The kut out moves extremely rapidly
around its four positions, occasionally stopping to fire lasers (it will fire
lasers from two positions before starting to switch rapidly again). What you
have to do is stand extremely close to one barrel kannon. Now look at the kannon
on your right (the kut out will come to this one before the one you're standing
next to). As soon as the kut out drops down from the positon on your right, run
into the barrel kannon in front of you. If you time it right, the kut out will
get hit. You'll have to swim back and avoid two rounds of lasers before the
battle commences. Continue your way through the battle like this. After hitting
the armless kut out three times (nine times total), it's head will fall off. The
Kremlings run off in fear now that their creation is in pieces. Swim back to the
platform to claim your BOSS KEY (7).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Nice, the last world is complete. Go over to Bananaport #4 and warp to the
bottom. Facing the castle, head right over to the winding stairs. Walk down the
stairs and lightly jump attack over the fence segment between the stone support
and another set of stairs leading to a Diddy barrel. That should put you right
in front of the DK Portal, so exit.
==========================----------------------------==========================
| o--------------------------o |
| 4v | DK Isle | ISLE11 |
| o--------------------------o |
--------------------------============================--------------------------
Head down the stairs and over to the other side of the middle tower. Hop into
the pit in the floor. You'll fall all the way down to water in the ocean. Turn
around and head over to K. Lumsy's cage, which you should go inside. First, go
forward and return Boss Key #7. The dinosaur's tantrum causes the mouth of
Crocodile Isle to open slightly, then close again. Approach the cage again to
return Boss Key #6. Another tantrum will make the mouth of the isle open
completely and stay open, revealing a secret entrance. We're not done yet, so
head clockwise around the cage. Eventually, you'll find a cage trapping a Golden
Banana. Hop into the Lanky barrel next to it and continue around the cage in the
same direction. When you reach the side opposite the barrel, you'll see a blue
switch. Step on it to make the cage open for 8 seconds. Run back (cut through
the center or you won't make it) and grab the GOLDEN BANANA (5).
Okay, before you sprint to the exit, take the path back to the blue switch until
you reach the DK pile you saw as you ran to the blue switch. Unearth it for a
RAINBOW COIN, then head to the other side and leave the cave. Take Bananaport #1
to the start of DK Isle and swap to Chunky. Face K. Rool's ship and swim forward
and to the right a bit, into the Gloomy Galleon entrance. wim through the tunnel
to the end and surface. Jump to the ground just below the Kasplat, where you
should slam the blue Chunky switch. We could've done this right after Fungi
Forest, but I decided to have you wait. A gate in the water will open up (it's
across from the land in the room). Switch to Tiny Kong using the Tag Barrel
floating near the exit pathway. Stand on the ledge between the yellow and green
Wrinkly Doors. Locate the Tiny barrel above the water, then Ponytail Twirl to
it. Once you're small, head through the gate that Chunky opened. At the end,
jump to the land and grab the GOLDEN BANANA (4).
Jump into the nearby Tiny barrel and go back through the pipe. Deactivate the
move, then go over to the other side and swim through the tunnel to the exit. Go
leftward (facing Crocodile Isle) until the ship is low enough to jump on. Head
rightward over to the very back of the ship, where you'll find the two red
propellers. Defeat the Kritter, then go to as close to the body of the ship as
you can. You should see a small platform here. Along the platform is a Tiny pad.
Use it to warp to the top of the ship. Go forward a bit to find a BANANA FAIRY
(3). Now play your sax on the music pad to make Squawks come with a GOLDEN
BANANA (5). He will also show you that a Hunky Chunky barrel has appeared on a
tiny island where near Banana Fairy Island.
Go clockwise around the ledge you're on, reaching K. Rool's arm. From the arm,
Ponytail Twirl into the mouth and head inside. This is the lobby of the final
level. Turn right (after holding R) in this fiery room and you'll find a Tag
Barrel in the corner. Switch to Chunky. Just by the start is a Chunky pad next
to the lava. Use it to become invisible and reveal some vines. First, swing
across the vines to reach BANANAPORT #1 and B. Locker. Considering you have
almost twice the 100 Golden Bananas B. Locker requires, you should have no
problem getting past him. So once he's open, head inside and get ready for the
fina... Just kidding. We still have a TON of crap to do. Swing back across the
vines and head to the corner where BANANAPORT #1 is. Swing across the vines here
to reach a Bonus Barrel.
+=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Kremling Kosh | Difficulty : 4/10 |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Like Krazy Kong Klamor, this game requires good reflexes. You'll be using |
| the A button watermelon gun (shoot the center watermelon piece to reload, |
| since you only get five shots) to shoot Kremlings that pop out of the |
| barrels. The red ones (which pop out and go back in very quickly) are worth |
| two points while the green ones are worth one. You have 60 seconds to score |
| 28 points. Also like KKK, this is mostly just a test of your reflexes, so I |
| really can't provide many tips. You need to anticipate the red Kremlings to |
| score more points. Constantly shoot the Kremlings and be moving your gun to |
| score the most points. If you shoot enough green Kremlings, you can just |
| ignore the red ones. When you need to, reload. You need to shoot quickly and |
| aggresively to win. |
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After getting your GOLDEN BANANA (4), swing back across the vines and head over
to the Tag Barrel. Switch to Donkey Kong and take out your shooter. Above the K.
Rool door B. Locker was guarding is a Coconut Switch. Shoot it (use your sniper
if necessary) to make a bridge appear to the Kasplat on the island. Cross the
bridge and defeat the Kasplat for the game's final BLUEPRINT (5). Cross the
bridge once more and exit back to K. Rool's mouth.
Drop from the side of the mouth, close to the lobby entrance, moving Donkey
towards the ship as he falls. You should land somewhere close to Bananaport #4.
Head down clockwise, killing the Kritter as you go down the ramp. When you reach
the end, swing across the vines and head into the secret cave you'll find.
You'll discover Snide's HQ, right in the lair of his old boss. Exchange your
blueprint for a GOLDEN BANANA (4). You can now press up C in order to replay
eight of the mini-games (why not all?). Use the Tag Barrel in this room to
become Diddy Kong. Near the Tag Barrel is a Diddy pad. Simian Spring directly up
to a Bonus Barrel.
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| Batty Barrel Bandit | Difficulty : 2.5/10 |
+~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This game works like a slot machine in a casino. Hooray for gambling. Anyway |
| , the objective is to line up four Golden Bananas in the machine three |
| times The hit counter on the top of the screen shows you how many jackpots |
| you have still have to hit. Press A to a slot. If you hit an item other than |
| a banana, press A rapidly to reset the machine. You also have to press A to |
| start the game. Since the wheels move slowly, just press A when the Golden |
| Banana appears. It's not too difficult (at least this one isn't). Your |
| biggest threat is freaking out and just ramming the A button. That will kill |
| you for sure. If you remain calm, you shouldn't have too much trouble. |
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After you win, you'll get a GOLDEN BANANA (5). Now switch to Chunky Kong. Head
over to the other side of the room and you'll find a boulder. Pick it up by
pressing B, then press B again to destroy it. This reveals a Battle Arena Pad.
Press Z to be transported to an arena.
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| Battle Arena #9 - Bish Bash Brawl | Difficulty : 3.5/10 |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| You'll be facing a Krypt, a Kritter, and a Kasplat. Since both Kritters and |
| their skeleton counterparts take one moving attack to be killed, the best |
| strategy is to move in circles around the arena, pressing B. Keep an eye on |
| the Kasplat. If it lifts its arms to shockwave, attack it before it gets a |
| chance. The goal it to survive for 60 seconds. Keep using the move attack, |
| circling the arena. Once you survive for 60 seconds, backflip to the BATTLE |
| ARENA CROWN (9). |
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Switch to DK and leave the cave. Take out your shooter and, in first-person,
look below the gap with the vines. Above a ledge sticking out of Crocodile Isle
you should see a Coconut Switch. Shoot it to open the gate below, then drop down
and get the GOLDEN BANANA (5). Swim on over to the start of DK Isle and swap to
Chunky, then use Bananaport #5. Head counterclockwise around the isle and look
for a nearby island with a tree on it. Swim over to it to find a BANANA FAIRY
(4), then hop into the Chunky barrel you made appear recently.
You should be able to see a stone pillar from here rising out of the ocean
floor. Swim to it and you'll be able to see that there's a big X on it. Simian
Slam the pillar to make a rock explode and reveal a Golden Banana. Cancel the
move, then head over to DK Isle ahead and you'll be at the waterfall. Continue
past the falls until you reach the Jungle Japes entrance. Swim over to the rock
across from it to get your GOLDEN BANANA (5).
Head to the front of the isle and become Tiny Kong. Head across to Crocodile
Isle and go to where the propellers are. Use the Tiny pad again to teleport to
the top, then head to the arm and Ponytail Twirl into the mouth again to reach
the lobby. Use the Tag Barrel in the corner to become Lanky Kong, then grab the
homing ammo on the ledge near the barrel. I suggest you exit and re-enter the
lobby several times to stock up a good supply of homing ammo. Once you've got a
solid amount, use Bananaport #1 to warp to the back of the room. Time to enter
the eighth and final level. Are you ready?
==========================----------------------------==========================
| o--------------------------o |
| 4w | Hideout Helm | HOHELM |
| o--------------------------o |
--------------------------============================--------------------------
Difficulty - 6/10
Enemies - Kritter, Klaptrap, Klump, Mecha-Zinger
K. Rool is sleeping like a lazy fat ass on his throne, but is suddenly woken up
by an alarm. He realizes that the Kongs are here and demands his guards to
activate the machine. However, it's not fully tested and might explode,
destroying everyone. K. Rool ignores the warning and demands that they turn it
on anyway. Another scene, this one of Snide in his office in a welding mask,
starts. Assuming you have followed this guide and done everything it has said,
you should have 40 blueprints. These blueprints have allowed Snide to deactivate
the Blast-o-Matic's firing sequence for 50 minutes (1 x number of blueprints +
10). You need to get to the main cavern and deactivate the machine in 50
minutes. 50 minutes is plenty of time, fortunately. The deactivation process
consists of completing two challenges (mini-games) with each Kong.
Activate BANANAPORT #1 at the start. Head forward and ignore the two enemies.
Climb the steep slope with the Orangstand and kill the Klump. Go up the slope on
your left. Kill the Klaptrap in front of you and head northwest. You should see
the tiny glowing star of the Tag Barrel. Switch to Chunky Kong and go back. On
the wall near another Klump is a Pineapple Switch. Shoot it to open up the wall,
then go through the path and swing across the vines over the lava. Kill the
Klaptrap and head around the room to your left, then switch to Tiny Kong.
Continue around the room use the Tiny Barrel in the alcove to become small.
Backtrack around the room until you find a pipe. Run through it to the end,
where you'll reach the Blast-o-Matic.
Turn left immediately and switch to Donkey. Head to the back of the machine and
pull the lever to make a bunch of DK stars appear above for 60 seconds. Go to
the Tag Barrel and switch to Diddy. From the pipe where Tiny came in, turn right
and hop into the Diddy barrel. Fly upward and fly through the stars around the
machine. Use all those skills you honed with those ring-flying courses to make
it through and you should have no problem. The five doors throughout the place
open and all have gates (except for Diddy's).
Land back by the machine and switch to Chunky Kong. Go up the stairs just by the
Tag Barrel and Primate Punch the gate. Turn around and head around the machine
to your left. Punch the gate past the lever, then continue. Go up another set of
stairs and punch a third gate, then follow the bridge right across from you that
leads to the second level ledge of the Blast-o-Matic. Continue to the other side
and jump up some ledges to reach another gate. After punching it, drop to the
bottom of the place and switch to Donkey Kong. Head over to the lever you pulled
before. Near it is the door #1. Play your bongos in the doorway to open the
glass, then head in and jump into the oil drum on your left.
Donkey has some of the harder challenges in Hideout Helm. Backflip to the barrel
at the start. You have a mere 30 seconds to shoot three targets (though there
are four). If you fire yourself into one of the power pylons, you lose. Press Z
about half a second after jumping in to hit the first one, then go back to the
barrel. Shoot the second one as the barrel moves, then go back and shoot the
third one. You can only afford to miss one, so time your shots very carefully.
After winning, jump into the barrel on the right. This can also be pretty
difficult. You play as Rambi and must hit 18 Kritters in 30 seconds without
touching the power pylons. If you touch the pylons, you have to restart. Just go
around killing enemies. You need to be quick, but don't be totally careless.
This isn't TOO hard, but if you rush or panic, there's a good chance you'll
lose.
The yellow powers in the machine will turn off and a triangle pad will appear in
front of door #2. The electroshocker thing in the middle turns off, so get the
BANANA MEDAL (1). Head out of this doorway and go to the other side of the
machine. Switch to Chunky Kong. Open the door up the nearby stairs with your
triangle, then jump into the barrel on your left. You have 20 seconds to Primate
Punch boxes four boxes to find the one with the Kremling in it, then kill it.
Hop into the Chunky barrel to become huge, then punch the boxes. The Kritter is
always in the one you break last, so just break them all and you'll kill the
enemy (Hunky Chunky is invincible). Hop into the right barrel. Okay, you've got
30 seconds to shoot five Kritters. Simply snipe around the room and pick off the
Kritters one by one. You should have no problem at all, especially with the
homing ammo. Shoot intelligently, however, as you'll want to save the ammo.
The green power shuts off and Tiny gets her pad in her door. Get the BANANA
MEDAL (2). Head out of this door and jump into the Tag Barrel to become Tiny. Go
counterclockwise and jump up the winding stairs. Head into the door and play
your sax to open the glass, then jump into the left barrel. This one is rather
strange. You have to hairspin through the DK stars across the crates without
touching the floor. The first two are very easy. Ponytail Twirl to the crates
and you'll go through the stars. Watch for your shadow to make it easy to land.
The last one actually makes you spin towards the right, then back to the left to
land on the crate. Ponytail Twirl to the last box and step on the switch to win.
Jump into the other barrel. This also you requires to spin through stars.
However, you must use mushrooms to bounce to them. Simply hop onto each mushroom
and hairspin through the stars. You have 30 seconds for three of them, so this
is really quite easy.
The purple power shuts off and Lanky gets his music pad. Grab the BANANA MEDAL
(3). Head down the stairs by the door and go over to the Tag Barrel. Switch to
Lanky and head back up the stairs leanding to Tiny's door. Head around the ledge
surrounding the Blast-o-Matic to find the next door. Open it with your trombone
and jump into the left barrel. The object is to navigate the maze and find the
switch (using the Lanky barrel), then go to the flag. Here's a map:
+-----+
| |
| |
+-------------------------+ |
| |
| B +------+ +------------+
| | | |
|START| | |
+-----+ | | +-----+
| | | S |
| | | |
+------------+ +------+ |
| |
| +-------------------------+
| |
|#####|
+-----+
Legend
B - Barrel ##### - Checkered Flag
S - Switch
Jump into the Lanky barrel and turn the corner. There are enemies throughout the
maze that you'll have to avoid. Turn right at the intersection and you'll come
to another fork. Take the left path and avoid the Klump. Hit the switch in the
corner and go back to the second fork. Ignore the turn, just going straight. Go
around the corner to the flag, avoiding the Kosha. Jump into the second barrel.
You have 30 seconds to shoot five Zingers. If you didn't get the homing ammo
like I told you to, this is going to be hard. If you did, however, simply shoot
the Zingers when the crosshair turns green. They're Mecha-Zingers, but take many
hits to be killed. You'll win once they're all gone.
Diddy's pad appears and the blue power turns off, so get your BANANA MEDAL (4).
Head out of the door and jump off the ledge. Go over to the Tag Barrel and
switch to Diddy. Hop into the Diddy barrel and zoom straight up. Turn around
until you find door #5. Land in it and play your guitar to open the glass. Hop
into the left barrel. This is an odd mini-game. You need to kill the Kritters
until you kill a "special" one, then slam the switch. Just go around
cartwheeling the Kritters until you hear a weird noise indicating it was the
special one. Now go to the center and slam the switch. Hop into the second
barrel. This is also pretty weird. At the start, jump into the Diddy barrel and
fly above the cage. Once you see a green arrow switch on the wall, hover. Spam
shoot it, adjusting your position, until you hear the noise confirming that it
was hit, then stay in your place. Turn around the room and shoot the other four
switches to raise the cage, then drop down and slam the switch, killing the
Koshas and winning the game.
The red power turns off, which shuts down the entire Blast-o-Matic, changes the
music, and stops the timer. A door with K. Rool's face on it also opens up. Get
your BANANA MEDAL (5). Drop off the doorway, then jump back into the Diddy
barrel. Fly up to the very top of the Blast-o-Matic and carefully land on the
Battle Arena Pad.
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| Battle Arena #10 - Shockwave Showdown | Difficulty : 8/10 |
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| This starts off relatively easy, with two Kasplats and a single Kritter. The |
| timer this time, however, is 90 seconds. Run near the edge and cartwheel all |
| three enemies, killing the Kritter and knocking the two Kasplats down. While |
| they're down, charge up a shockwave and blast them both. Now take out the |
| Kritter and repeat the process. Once the timer reaches 15 seconds, a third |
| Kasplat will be thrown in. You need to cartwheel all three and shockwave |
| them to win. You can also try to draw it out, just cartwheeling them to |
| avoid shockwaves until the timer runs out. Also, is is very possible that |
| you might run out of Crystal Coconuts if you were low. If that happens, |
| you'll have to start whacking them by hand. Make sure you're hitting them |
| all at once, or Diddy might get knocked off the platform by a shockwave. |
| Once you win, backflip to get your final BATTLE ARENA CROWN (10). |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
Okay, the game is almost complete. That makes 200 Golden Bananas, 3500 regular
bananas (though you don't actually need these for 101%), 40 Banana Medals, 18
Banana Fairies, 10 Battle Arena Crowns, and 7 Boss Keys. Drop off the top of the
Blast-o-Matic. Assuming you land by the Diddy barrel, go to the other side of
the machine. Pretty close to the lever, you should see some stairs heading
around the walls. Head up them to find the entrance that was blocked by the K.
Rool door until you deactivated the Blast-o-Matic. Go through the new passage
until you reach the control room, which you saw at the VERY beginning of the
opening cut-scene (what a damn long way you've come through this colossal game).
Activate BANANAPORT #1. Go over to the door with the Battle Arena Crown on it.
You should have 10, and the door only requires four, so it will open. You'll be
treated to a cool cut-scene in which K. Rool presses a button on his chair. It
hovers upward into a new room, then the chair comes down, meaning K. Rool is NOT
sitting in a chair for one time in his life. The King presses a few buttons on a
funny looking control pad and his ship, the Flying Krock, which I'm sure
everyone who completed DKC2 knows about, comes out.
When the scene is over, head forward through the path until you reach the throne
room. Head to the back of the room and you'll hear the Banana Fairy noise. If
you've followed this guide and done everything it says to, then you beat the DK
arcade in Frantic Factory twice and scored 5,000 pts on Jetpac, meaning you have
the Nintendo Coin and the Rareware Coin. This allows you to open the door in the
back. Head into it and take pictures of the two BANANA FAIRIES (2), then grab
the last BOSS KEY (8). The fairies congratulate you for rescuing all of them and
tell you to go visit them. You can actually take the pictures of the Banana
Fairies through the window right of the door if you don't have the coins, but
you need the coins to get the Boss Key. I know it sucks, but hey, Jetpac
could've been a lot worse... Once you have the key, head back to the control
room. Use Bananaport #1 to return to the start of the whole level, then leave
the place.
==========================----------------------------==========================
| o--------------------------o |
| 4x | DK Isle | ISLE12 |
| o--------------------------o |
--------------------------============================--------------------------
Use Bananaport #1 to reach the corner of the room, then head out of Hideout
Helm's lobby. Once out, drop into the ocean below the isle. Swim over to K.
Lumsy's cage and head into it. Go forward and return the very last Boss Key.
Since you've opened all eight locks, K. Lumsy will be freed and you'll be
treated to a cut-scene. The Flying Krock finally takes off and raises through
the crown of Crocodile Isle. The ship soars towards DK Isle, but the enormous K.
Lumsy (this scene shows how truly large he is; he's about half as tall as DK
Isle) rises from the water and starts prancing around the isle. Apparently the
sight of the Flying Krock excites him, so he starts chasing it around the isle.
Eventually, the dinosaur trips over a rock and falls into the ship, causing it
to crash near the waterfall. Leave K. Lumsy's cave once the scene is over.
Take Bananaport #1 to the start. Now switch to Tiny Kong. Warp to Banana Fairy
Island with #5. Go around to the front of the island and jump into the Tiny
barrel. Head into the island for the first time since you met the queen. Head
forward to the Banana Fairy Queen. She's incredibly grateful for your services
to Banana Fairy Island, so she opens a door up on HER left to reveal the genuine
final GOLDEN BANANA (6). It has the Rareware logo on it instead of the Nintendo
logo. Congratulations! You now have all of the items in the game. There's only
one thing left to do, so head out of the throne room and warp back to DK Isle.
Now use Bananaport #3 to go to the waterfall. All appears normal and well on DK
Isle. Now turn around. Wtf? Giant crashed ship? Jump into the hole on top of it
and brace yourself.
==========================----------------------------==========================
| o--------------------------o |
| 4y | The Flying Krock | K.ROOL |
| o--------------------------o |
--------------------------============================--------------------------
A cut-scene shows that you're in a boxing stadium. The microphone welcomes the
ladies and gents to the main event of the game. The event will be composed of 12
3 minute rounds (every time you run out of time, you lose one round and you must
defeat K. Rool within 12 rounds) of boxing for the undisputed heavyweight
championship of DK Isle, brought to you by Rare and Nintendo's association with
K. Rool Enterprises. In the red corner we have... The Kong Family! Jeers from
the crowd erupt as the Kongs are shown. Versus... King Krusha K. Rool. The evil
king in his boxing outfit is lowered to the arena and the crowd starts cheering.
K. Rool squashes the microphone with his landing. Judges tonight will be fair
and ringkeepers will act in a fair and unbiased manner (obvious lie). Two
Kritters are keeping track of time and are in charge of the bell.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Final Boss - K. Rool
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : 9/10
Are you ready for the ultimate fight? Each Kong will take part in demolishing
the all-powerful King K. Rool.
--------------------------------------------------------------------------------
Round 1 - Donkey Kong
--------------------------------------------------------------------------------
"The Ultimate Barrel Blasting Course"
Difficulty : 4/10
Weighing in at a solid 800 lbs., we present the Prime Primate... DONKEY KONG, in
the red corner! And in the blue corner... KING... K.... ROOL! LET THE BATTLE
BEGIN! ROUND 1!
K. Rool begins by slamming the ground and creating shockwaves. Jump onto the
post in the corner and climb up a bit until the shockwaves stop. Blast barrels
will appear above each corner. Climb up into the first one to begin. K. Rool
will start firing off punches. If you blast at him while he's punching, you'll
simply lose health and waste time. Wait until after four punches and he'll stop
for a minute to recognize his crowd. Blast at him at this moment to knock him
back and cause damage.
Rush to another corner, jumping to avoid a shockwave. Climb up onto the post and
hop into the barrel. After K. Rool does five punches, blast at him while he
cheers on his crowd. He starts punching again sooner this time, so you'll need
to be a bit faster. K. Rool will be knocked back a bit and be hurt.
Continue to the next corner. Climb into the barrel. This is a little trickier.
K. Rool will do three punches, then very quickly cheer on the crowd, too quickly
for you to fire. Ignore this and wait for the second round of punches. After
five punches (count them and shoot when you count five), blast at him while he's
cheering to hurt him again.
Run to the final corner and climb into the last barrel. This time, K. Rool will
do seven punches and stop to cheer VERY quickly. You need to be fast to get this
one. Count his punches and fire when you reach seven. Blast at him one more time
and he'll be knocked out cold. The count to 10 begins, but the unfair cheating
bastards up in the observation window will ring the bell to end the round and
save their master.
--------------------------------------------------------------------------------
Round 2 - Diddy Kong
--------------------------------------------------------------------------------
"Aerial Vandalism"
Difficulty : 6.5/10
Making his way into the ring this time is the champ of chimps. In the red corner
... DIDDY KONG! GO! ROOOOUUUND TWWOOO!
K. Rool starts by throwing his boxing gloves at you, which come back like
boomerangs. To avoid them, jump and do a tailspin. After a couple, a Diddy
barrel will appear. Hop into it and fly over to the light above K. Rool's head.
There are two targets on it. You have to avoid K. Rool's boxing gloves, so try
to move around a bit. When he stops for a second, line yourself up with one of
the targets on the light and shoot it. Now go to the other side and wait until
it's safe to shoot the other target. The light will fall onto K. Rool's head,
but pulls it off with relative ease.
Now fly over to the next light. K. Rool's gloves get more and more accurate.
They also get much, much faster, giving you less safe time to shoot targets.
Shoot the first target when its safe, then shoot the second. Try to just hammer
away at the B button while he's pulling off the light (you have infinite ammo)
so you can shoot the first target before he evens starts throwing gloves. Once
you've hit the targets, the light falls on his head again, but he gets it off.
Quickly shoot the target of the next light. You have three melons, so you can
afford to get hit a few times if you shoot the first target while he's pulling
the light off. Go to the other side and shoot the second target. K. Rool is
quite accurate now, so be careful. Luckily, you don't fall to the arena floor if
you get hit. Shoot the second target to drop it on his head.
Fly over to the last light switch. Hammer at the B button until the second
target is shot. Now dodge K. Rool's boxing gloves (he's VERY accurate now) and
head to the other side. Shoot the last target and the light will fall onto K.
Rool's head. This one knocks him unconcious and the count begins again. The damn
bellkeepers ring the bell to save him at eight seconds. SAFE BY THE LYING BELL!
--------------------------------------------------------------------------------
Round 3 - Lanky Kong
--------------------------------------------------------------------------------
"Slipping on Banana Peels... Seriously"
Difficulty : 5.5/10
In the blue corner comes the record holder for the longest arm reach in the
world... LANKY KONG! AND LET ROUND 3 BEGIN!
Thanks to Diddy destroying the lights, K. Rool is rendered blind and the arena
is a bit darker than normal. K. Rool will basically just wander around like an
idiot in an attempt to kill you (he's goes around the arena and moves diagonally
from the corners). Dodge him for a while and four numbered posts (the numbers
are really meaningless, as you don't have to them in any particular order) will
raise outside the arena. When K. Rool is outside of the way, go over to one of
the posts. Press B to extend your arms while linded up with a post (don't use
the double stretch, as it won't go as crazily long as the normal one in this
case) to hit a button and raise a pad holding a barrel. Pick up the barrel and
throw it to release a banana peel on the arena. Four music pads appear in the
corners of the arena when you pick the barrel up. Stand on one and wait until K.
Rool is in a position where you, him, and the banana peel are colinear, then
play your trombone. K. Rool hears you and rushes forward, causing him to slip on
the banana peel. Yes, it's strange as hell, but whatever.
Head to one of the other posts. Hit the button and throw the barrel to release
the banana peel. If K. Rool gets in your way before he's lined up, just move out
of the way, then go back. Play your instrument when the time is right and K.
Rool will slip yet again. Remember, if you play your instrument at the wrong
time, K. Rool will just run into you and make you lose a melon slice.
Okay, there are only two posts left, so you have to go to one of them and hit
the button. Grab the barrel when it raises and throw it somewhere. Play your
trombone when K. Rool is lined up with the peel and he'll slip yet again. The
music pads correspond with the posts, so they do disappear just as the posts do.
Just one more time... Head to the final post and hit the button with your arm to
make the barrel raise. Pick it up, then throw it somewhere to release the banana
peel. Play your trombone when K. Rool is in position to make him slip and pass
out. The ****ing bellkeepers will save him again before his time limit runs out.
The Kritter also dances around on the bell switches like a moron.
--------------------------------------------------------------------------------
Round 4 - Tiny Kong
--------------------------------------------------------------------------------
"This Little Piggie Said **** That Hurts"
Difficulty : 6/10
Unfortunately for you, K. Rool's Kritters manage to pull the gigantic light off
of his hand. Fortunately for you, this causes K. Rool to slip backward and
squash some of his minions. Hailing all the way from DK Isle is the girl with
the whirl. In the red corner... TINY KONG! READY? ROUND 4!
K. Rool goes toward the center of the arena and starts slamming the ground to
make shockwaves. Use your the Ponytail Twirl to avoid them, as they come in
several "layers". Eventually, a Tiny barrel will appear on the arena and K. Rool
starts scratching his ass. Jump into the Tiny barrel, then head into the hole in
his left shoe (your right). You'll now have to encounter K. Rool's toes. When
they wiggle, it means they're about to attack, so head behind a toe that isn't
wiggilng. Keep switching like this until one toe rises. Tiny takes out her bow
automatically when you enter, so just shoot the toe.
K. Rool throws a weird tantrum thing because you stubbed his toe. Dodge more
shockwaves with the Ponytail Twirl, then jump into the barrel when it appears
and head into the hole in his shoe. Keep dodging toes when they wiggle. The
toes tend to attack in patterns, making it easy to predict. Move fast after you
see the wiggling or you'll get hit. The toe will rise again, so shoot it.
However, you'll need to shoot this one twice. Dodge another round of toes, then
shoot the toe again to make it red.
After K. Rool moans on about his toe, keep Ponytail Twirling to dodge the
shockwaves as K. Rool moves from corner to corner. Once the Tiny barrel appears,
jump into it and head back into K. Rool's shoe. Move out of the way of the toes
that are wiggling. This toe most be shot three times before it goes red. This
round takes a while, so you don't want to miss shots and waste time.
Continue dodging the shockwaves by using the Ponytail Twirl, then jump into the
Tiny barrel when it appears and head into the hole in the shoe. The final toe
takes four hits to take down. Keep dodging the toes. After the fourth shot, it
will go red. Somehow, stubbing all four of K. Rool's toes causes him to faint.
Of course, the stupid bellkeepers ring the bell to save him from the count.
Fortunately for you, this time, the bell is knocked off.
--------------------------------------------------------------------------------
Round 5 - Chunky Kong
--------------------------------------------------------------------------------
"Actual Boxing... Sort of"
Difficulty : 7/10
Tipping the scales at a massive 2,000 lbs, he's the hard hitting... In the red
corner... CHUNKY KONG! BEGIN! ROUND 5!
K. Rool starts the round by bouncing off the ropes on the sides of the arena,
turning invisible. Watch his shadow and avoid it as you head around the arena to
avoid getting hurt. A blue Chunky switch appears in the center of the arena, so
head over when it's safe and slam it to make four Chunky pads to appear in the
corners. Use one when it's safe so you can see the invisible Hunky Chunky barrel
in the middle. You can also see K. Rool now. Wait for K. Rool to pass, then hop
into it. K. Rool is facing you and is about to charge straight into you. What
you have to do is Primate Punch K. Rool at the right moment (a bit before he
reaches you). If you punch too late or too early, he'll uppercut you and you'll
get hurt. However, if you are successful, he'll bounce back and get hurt.
After shrinking back to your normal size, K. Rool will become invisible again.
Pound the switch when it's safe, then head to one of the remaining Chunky pads
(they disappear as you use them). Hop into the Chunky barrel and prepare for the
king to charge at you again. He's a bit faster this time, so you'll need to
punch a tiny bit earlier. He'll bounce back if you manage to hit him.
Once K. Rool turns invisible, avoid his shadow and pound the switch. Use one of
the two Chunky pads to become invisible, then hop into the Chunky barrel to
become gigantic again. This time, K. Rool is invisible and quite fast. You need
to punch when his shadow is in the right position to get him. This time, you
need to punch pretty early (before he's even half way there).
Okay, pound the switch one last time, then use the only remaining Chunky pad to
become invisible. Hop into the Chunky barrel and become huge. This time, K. Rool
is both invisible AND zig-zagging. You should punch when he's near you just
about in the middle to land the finishing blow.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
K. Rool passes out and victory music starts playing. Chunky raises his hand as
the crowd jeers and the Kritters attempt to wake up K. Rool. Eventually, they
succeed, and K. Rool charges towards Chunky. However, Candy Kong, who has
appeared in the arena, whistles K. Rool, stopping him in his tracks. She uses
her charm to seduce K. Rool, who basically becomes delirious. While K. Rool is a
delirious drooling moron, Funky enters from the other side of the arena. He
takes out a huge rocket launcher and shoots a boot at K. Rool, sending him
flying.
==========================----------------------------==========================
| o--------------------------o |
| 4z | Ending | ENDSEQ |
| o--------------------------o |
--------------------------============================--------------------------
K. Rool soars all the way across DK Isle and lands K. Lumsy's cage. K. Lumsy
seemingly boots K. Rool flying and over to Crocodile Isle. The seals clap and
dance as the scene changes. DK Isle is now restored to its glory. The camera
takes you through the "mouth" of the isle and into the training area as Banana
Fairies go in, guiding you. The fairies fly through the tunnel as the credits
roll. They soar all over the training area as Candy lies on DK's treehouse. The
rest of the scene is basically just the Kongs goofing off. Diddy dances on DK's
roof and falls off, but flies back up. Chunky tosses Tiny up and down while
Funky dances on top of the tunnels. Donkey struggles to bring a Golden Banana to
the hoard. Chunky approaches from the waterfall as Donkey goofs off with his
foot, then takes a nap. Cranky wakes him up with his cane, followed by Donkey
throwing the Golden Banana into the now towering banana hoard. Donkey gives
Cranky a piggyback ride. Squawks flies by emitting a red smoke, while a seal
flips out of the water. Troff n' Scoff are also here to join in on the fun,
while Squawks flies by emitting a yellow smoke. Together, two Squawkses use the
smoke to create the DK logo up in the sky as Lanky spins around on a tower.
If you got all 200 Golden Bananas, you'll be treated to a bonus ending. K. Lumsy
gives the Kongs a ride on the ocean, including Candy, but not Funky or Cranky.
If you achieved a percentage of 101% (201 Golden Bananas, 40 Banana Medals, 20
Banana Fairies, 10 Battle Arena Crowns), you'll see another bonus ending where
Cranky is trying to audition people for the next Donkey Kong game, which turned
out to be Donkey Kong Jungle Beat for the GameCube. It's pretty funny, so I'll
leave it for you to watch.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| (05) | Appendicies | APPEND |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
o------------------------------------------------------------------------------o
| 5a Item List ITEMLIST |
o------------------------------------------------------------------------------o
================================================================================
Collectibles
================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Golden Banana
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Golden Banana (which is a sparkling banana with a Nintendo tag) is the most
important item in the game. They're like the Jiggies of DK64. Collecting Golden
Bananas is part of how you open the seven worlds. To open the lobby entrances,
you must give K. Lumsey the Boss Keys, which are earned by defeating bosses of
the worlds. Inside the lobby is B. Locker, who blocks the entrance to the level
and will not leave unless you have the amount of Golden Bananas present on the
door. If you have enough, he'll disappear and let you go into the level.
Each of the 7 worlds holds 25 Golden Bananas (5 for each Kong), which makes
175 Golden Bananas. Then there's another 25 for DK Isle, making 200. The 201st
Golden Banana is given to you by the Banana Fairy Queen, once you photograph
all 20 Banana Fairies. 40 of the Golden Bananas are given to you by Snide for
returning his blueprints. Note that only the right Kong can collect a certain
Golden Banana, or else it will be clear and uncollectible. In the early stages
of the game, you'll find Golden Bananas out in the open for you to take. But
later on, you must defeat difficult challenges and puzzles to get them. Also,
each world has 5 Kasplasts. Defeat them with the appropriate Kong (their hair is
color- coded) to win a Blueprint, which you can take to Snide to exchange for a
Golden Banana.
When you collect a Golden Banana, your Kong will do a little dance and five
numbers will appear next to each of the Kong's heads on the screen. The numbers
tell you how many Golden Bananas each Kong has collected in that world. You can
also go to the start menu and go to view totals to view how many Golden Bananas
you have in each world (both for each Kong and overall) and how many of them you
have overall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Banana
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bananas, or regular bananas, are like the Musical Notes in Banjo-Kazooie. They
look like a spinning banana, and they come in five different colors: yellow, red
, blue, purple, green. The colors can only be collected by the corresponding
Kong (Donkey, Diddy, Lanky, Tiny, and Chunky respectively). This color-coding is
used for other objects like Blueprints and coins. There are 100 bananas for each
Kong in every world, making 3500 total. The bananas come in three types: singles
, worth one, bunches, worth five, and balloons (which you have to shoot with
your shooter), which are worth 10.
You may wonder what bananas are for. Well, in every world, there are several
blue portals with pictures of Troff n' Scoff, a hippo and a pig. If you go in
one of these portals, you'll find a room where these two guys are. Stand on the
Banana Pad in the room to feed Scoff enough bananas to press down on the weight,
which lifts Troff high enough to reach the key to open the door. The door will
show you how many bananas you need to feed, as well as which Kong must enter to
get through. These lead to the boss battles. Defeating bosses earns you Boss
Keys, which you must collect and use to open K. Lumsey's cage so he'll open the
worlds for you.
When you pick up a banana, a number will appear on the screen, showing you how
many bananas you've collected for that Kong in that world. You can view how many
bananas you've collected for each Kong in each world in the start menu. Also,
when you collect 75 bananas with one Kong, that Kong earns a Banana Medal.
There are 40 medals in total, and you'll need to grab at least 15.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Banana Bunch Coin
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Banana Bunch Coins are found scattered throughout the levels (the number for
each Kong is variable, but is usually around 10-15) and use the color-coding
system. You need to collect these to pay Cranky, Funky, and Candy Kong for their
items. Cranky gives you potions that allow the Kongs to learn moves, Funky
provides you with weapons for each Kong (as well as ammo capacity upgrades) and
Candy will give the Kongs musical instruments. She also gives you instrument
energy upgrades, which sometimes come with the bonus of getting an extra melon
of life.
There are TONS of Banana Bunch Coins. Cranky charges 3 for basic moves, 5 for
intermediate moves, and 7 for advanced moves. Funky and Candy charges 3, 5, 7,
and 9 coins as you go on. However, you should have tons of extra coins, and at
the end of the game, you may very well have over a hundred coins left. Normally,
coins are only worth one per pick-up (though they usually come in groups).
However, in DK Isle and each world, you will find DK Dirt Piles, which you can
use the shockwave move learned from the Banana Fairy Queen to unearth, getting
you a Rainbow Coin. The Rainbow Coin gives each Kong five coins.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blueprint
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blueprints look like color-coded squares in wooden frames. In each level, you'll
find five Kasplats, which are big, tough looking bad guys that hit the ground to
make shockwaves. If you kill it (it takes a ton of hits or about eight oranges),
it will drop a Blueprint. Assuming you're using the right Kong (the Kasplasts'
hairs are colored according to what color print they have), it will drop a
Blueprint. Every level has Snide's HQ, where you can give Snide, the weasel,
your Blueprints in exchange for Golden Bananas.
Not only do Blueprints get you Golden Bananas, they're also important for the
end of the game. In the final "level", Hideout Helm, you have 1 minute per
Blueprint you exchanged plus 10 minutes to complete the level before the Blast-o
-Matic reactivates. The more you collect, the more time you'll have. You can get
50 minutes, as there are 40 Blueprints total. You can view the Blueprints you've
collected while in Snide's HQ by pressing the up C button. If you collect all 40
, you can press up C while in his HQ to replay eight of the bonus games.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Banana Fairy
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once you learn Tiny Kong's Mini-Monkey move, you'll be able to shrink small
enough to fit into the entrance to Banana Fairy Island, the giant queen head
island in DK Isle. Her Banana Fairies have been scared off, and the only way to
capture them is to photograph them. There are two fairies in each world,
including Hideout Helm, as well as four in DK Isle, for a total of 20 fairies.
She'll give you a camera to to photograph them as well as a special shockwave
move, which you can use by holding then releasing the B button. This can be
used to unearth DK Dirt Piles for Rainbow Coins.
To equip your camera, hold Z and press down C. A crosshair will appear in the
middle of the screen. The banana fairy will fly around, but you need to take the
picture (by pressing Z, A, or B) when the crosshair overlaps with the fairy.
This can be difficult with the fairies moving around, but you'll get the hang of
it eventually. Once you capture a fairy, the fairy will disappear after
increasing your maximum totals.
As you collect more and more Banana Fairies, more secrets will be unlocked in
Mystery Mode (accessed through the start menu). These secrets are Cinema Mode
(2 fairies), Bonus and Arcade Mode (6 fairies), Boss Replay (10 fairies), Krusha
in Multiplayer (15 fairies), and Cheat Mode (20 fairies). If you visit the queen
after collecting all 20 fairies, she'll give you the 201st Golden Banana.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Banana Medal
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Banana Medals are special medals awarded to you each time you collect 75 bananas
for one Kong in a world. This means each world has 5 medals. This guide will
tell you how to get all 3500 bananas, so you'll get all 40 Banana Medals. The
last five Banana Medals are in Hideout Helm, which you earn by completing the
challenges.
You need to collect at least 15 Banana Medals, as unless you do, Cranky won't
let you play Jetpac in his lab. Once you score 5000 pts in Jetpac, you'll be
awarded the Rareware Coin, which you need to complete the game. The Rareware
Coin, coupled with the Nintendo Coin, will open the final door which has the
last two Banana Fairies and the eight Boss Keys.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Battle Arena Crown
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Every world has a metallic pad with K. Rool's face on it. Any Kong can use it,
but some pads can only be reached by a certain Kong. Press Z while standing on
it to be transported to a special arena. In this arena, you cannot fall off, or
you'll die. For a certain amount of time, enemies will attack you. You have to
kill them over and over as they respawn, avoiding losing all your health or
falling off the ledge until the time limit runs out to win a Battle Arena Crown.
After you take the crown, you're transported back and the pad disappears. This
guide tells you how to get all ten Battle Arena Crowns (there are eight in the
eight worlds plus two in DK Isle). You need at least four to open a door in
Hideout Helm that leads to K. Rool's throne and the control room.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Boss Key
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Every world has several Troff n' Scoff portals. When you enter them, you can
feed Scoff your regular bananas. Once he's had as many as the number on the door
, the door will open, depicting the face of the only Kong who can enter. The
doorway leads to the boss fight of the world. Once you defeat the boss, he'll
drop a Boss Key.
The Boss Keys are the keys to K. Lumsy's cage. If you visit him, you can open
the locks on his cage. Everytime you open a lock, he'll stomp around in joy and
the earthquake will cause the entrance to one or two levels to open. This is the
only way to get into the eight worlds, so you'll need to get all the Boss Keys.
The eighth key, which is in Hideout Helm and requires you to get the two special
coins, will free K. Lumsy, which leads to him letting you get to the fight with
K. Rool.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Nintendo Coin
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In Frantic Factory, you'll have to defeat the DK Arcade game. If you beat it
twice, you'll be awarded the Nintendo Coin. At the end of Hideout Helm, there is
a door that can only be opened using the Nintendo Coin and the Rareware Coin.
Inside are the last two Banana Fairies and the final Boss Key.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rareware Coin
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once you collect 15 Banana Medals, you can visit Cranky to play the Jetpac
arcade game. Score 5000 points and you'll win the Rareware Coin. At the end of
Hideout Helm, there is a door that can only be opened using the Rareware Coin
and the Nintendo Coin. Inside are the last two Banana Fairies and the final Boss
Key.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Watermelon
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Watermlon acts as your energy meter in this game. You start with only one melon,
though Candy can give you an extra melon in Angry Aztec and another in Crystal
Caves. Each melon has four slices, and you lose a slice everytime you get hit by
an enemy. Some enemies take away two slices, and some hazards will take away a
whole melon! Whenever you defeat an enemy, it will drop a melon slice that you
can pick up to restore your health. There are also Melon Crates, though you'll
usually never find more than one per level. They look like hopping boxes, and
you can break them open for four melon slices! This is really useful when you're
low on energy.
Fortunately, there are not many enemies in this game, and the few enemies there
are are quite pathetic. The real threat is falling off a cliff, running out of
oxygen, or other kinds of environmental damage. When you lose all your melons,
your Kong faints and you respawn at the start of the level (with a few
exceptions). You have infinite lives, fortunately.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Supply Crate
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Supply Crates, which are littered throughout the worlds, look like bouncing
crates of cannonballs, and they'll replenish the ammo your Kongs have for their
shooters. Each crate is worth five pieces of ammunition. When you first purchase
a shooter, you'll only be able to carry 50 pieces. However, this can be
upgraded several times, with a final upgrade of 200 pieces. This ensures that
you'll almost never run out of ammo.
To equip your weapon, hold Z and press left C. Press B to shoot a projectile,
and up-C to shoot in first-person. This is good for hitting aerial targets and
getting more precision. Funky's final upgrade will also allow you to zoom in and
out like a sniper while in first person. Press left C again when you want to
unequip your weapon.
The shooters are used to hit target switches. The switches show what projectile
must be used to hit it, so only certain Kongs can hit certain switches. Usually,
hitting them opens a gate or opens a passage. Sometimes you'll need to hit two
switches to open an area.
Lastly, some Supply Crates are red. You can only pick them up once Funky has
taught you homing ammo in Fungi Forest, and they're rare. Pick them up and a new
meter will appear, which is the homing meter. When you go into first-person, the
crosshair will turn green when it's in homing range. Your projectiles will home
in on the enemies, which can be useful in some situations. You have to use up
all of your homing ammo before you can use the normal ammo again.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Orange Grenade
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Orange Grenades bounce around and, like Supply Crates, are all over the place.
Pick them up to increase your total. To use one, hold Z and press right C. Your
Kong will throw an orange, which will bounce around looking for a target. If it
hits a Kremling, it will usually destroy it. Oranges can be useful for taking
out the tenacious Kasplats, but for weaker enemies, it's better to just use
normal attacks. You can't pack very many oranges when you first start the game.
However, whenever you photograph a Banana Fairy, the fairy will increase your
maximum capacity. The total can eventually increase to 30 oranges.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Crystal Coconut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Crystal Coconuts are also found pretty much everywhere, and they are very, very
important. They look like crystals spinning on the ground. Pick them up to
increase your total. You can't use or pick up Crystal Coconuts until you learn
one of Cranky's moves that requires the use of a Kong Barrel. Jump into a barrel
with the Kong that you are using's face on it to activate a special move. Your
Crystal Coconut meter appears and will begin to slowly decrease for as long as
you keep the move activated. Deactivate it by holding Z and pressing left C.
If you run out of Crystal Coconuts, the move will automatically deactivate. This
can be dangerous when you're in areas that you can't survive in while not using
the move. For this reason, you'll want to do whatever task you need to as
quickly as possible to conserve coconuts. You can't pack very man Crystal
Coconuts when you first start the game. However, whenever you photograph a
Banana Fairy, the fairy will increase your maximum capacity. The total can
eventually increase to 40 coconuts.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Banana Fairy Film
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Banana Fairy Film is pretty common, though not so much as the previous few
items. The film is actually used for the Banana Fairy Camera, which is given to
you by the Banana Fairy Queen, once you enter her island on DK Isle by shrinking
Tiny enough to fit into the entrance. Her Banana Fairies have been scared off,
and the only way to capture them is to photograph them. There are two fairies in
each world, including Hideout Helm, as well as four in DK Isle, for a total of
20 fairies.
To equip your camera, hold Z and press down C. A crosshair will appear in the
middle of the screen. The banana fairy will fly around, but you need to take the
picture (by pressing Z, A, or B) when the crosshair overlaps with the fairy.
This can be difficult with the fairies moving around, but you'll get the hang of
it eventually. Once you capture a fairy, the fairy will disappear after
increasing your maximum totals.
As you collect more and more Banana Fairies, more secrets will be unlocked in
Mystery Mode (accessed through the start menu). These secrets are Cinema Mode
(2 fairies), Bonus and Arcade Mode (6 fairies), Boss Replay (10 fairies), Krusha
in Multiplayer (15 fairies), and Cheat Mode (20 fairies). If you visit the queen
after collecting all 20 fairies, she'll give you the 201st Golden Banana
================================================================================
Pads, Switches, Doors and Misc.
================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tag Barrel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Tag Barrel is one of the most important items in the game. These look like
floating barrels, and you'll find several of them in each world. At first, only
DK's face is on it. There are question marks with the Kongs' colors on the
barrel. When you rescue a Kong, that Kong's face replaces his/her question mark
on the barrel. To use the Tag Barrel, jump into it.
You can now use the control stick to select your Kong. The Kongs you have
rescued will appear, while the rest will be question marks. To pick a Kong, put
it in the spotlight, then press pretty much any button and you'll appear back
under the Tag Barrel. Tag Barrels are often found in major areas and near
Bananaport Pads, or in areas where many Kongs have tasks to accomplish. This
makes it easy to get to a Tag Barrel when you need it.
Since only certain Kongs can accomplish some tasks, switching characters is
something you'll be doing a lot. Aside from serving to switch your character,
the Tag Barrel is also like a floating hopsital. When you select your Kong (even
if you just jump in and select the same Kong), you'll reappear at full health.
This is EXTREMELY useful and more convenient than killing enemies when you're
really low on health.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DK Portal
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Every world has a lobby which has a DK Portal that leads to the world. These are
blue doorways with the DK logo on them. When you first enter a world lobby, B.
Locker guards the portal. A counter on him shows how many Golden Bananas you
need. If you have enough, he will leave. If you don't have enough, he'll stay
and continue blocking the door. To enter the world, walk through the portal.
You reappear in front of another DK Portal, which serves as a way out of the
world.
If you don't have enough (which should never happen since the requirements are
incredibly easy to meet), you can actually use a Lanky Kong glitch to get past.
Press B to do the armstretch attack while near the locker and Lanky will get you
in for free. Since there's only one DK Portal in each world, it's important to
remember its location so you don't get lost while trying to leave the level. You
can also select "Exit Level" from the start menu if you want to leave quickly.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wrinkly Kong Door
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In the world lobbies where you find the DK Portals, there are also five doors
with Wrinkly Kong's face on them. They are color-coded like other things, one
for each Kong. Once you rescue a Kong, its face will replace the question marks
on the doors. Although you can't open a Kong's door until you rescue him/her,
you can open the door with any Kong. To open it, walk up to it, which makes
Wrinkly Kong come out. She'll give you a useful tip for the world for the
appropriate Kong. The tip is almost always about how to get a Golden Banana.
Some Wrinkly Doors, such as those in Crystal Caves, require you do something to
unblock them. Usually, you'll have to place a boulder on a switch with Chunky.
Wrinkly Kong Doors could be useful... If you didn't have a walkthrough!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bananaport Pad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Each level has ten pads with numbers on them, 1-5, two pads for each number. To
activate one of the pads, walk on it. It will unfade and, once you've activated
another pad with the same number, you can use it. Press Z while standing on one
pad and a banana peel will zip you up, teleporting you to the other pad. Since
DK64's levels are so humungous, this is extremely useful for getting around the
different areas. Any Kong can activate and use the pads (assuming the Kong can
reach the pad). The pads also have a consistent coloring scheme. The 1 pads are
light blue, the 2 pads are light green, the 3 pads are purple, the 4 pads are
red, and the 5 pads are gold.
Note that when you use the Hunky Chunky move, you can't use Bananaports. Also,
some levels have special areas that have their own, separate Bananaport Pads.
These areas include the llama temple in Angry Aztec, the skull crypt in Creepy
Castle, and the lobby of Hideout Helm in DK Isle. They only warp you within the
area and are never a full set. DK Isle and all seven worlds have a full set,
while Hideout Helm has only one pair.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kong Switch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kong Switches come in three colors: green, blue, and red. The color indicates
what move needs to be used on it, while the Kong face on it indicates which Kong
needs to do it. At the start of the game, you learn a move called the Simian
Slam. This is basically the ground pound from Mario 64. Press A and Z while in
the air to do a stomp. If you do this on switches, it will cause something to
happen, usually opening a passage. Note that you can only hit a switch with the
Kong whose face is on it.
The green switches can be activated with the Simian Slam, learned at the start.
In Fungi Forest, Cranky will give you the Super Simian Slam upgrade, which lets
you trigger the blue switches. The red switches require the Super Duper Simian
Slam. A Simian Slam upgrade can still hit switches of earlier colors. The
controls for the move remain completely unchanged, though the Kongs' movements
change.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kong Barrel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kong Barrels, designed by Cranky, are floating barrels with the Kongs' faces on
them. Until you learn to use one of them, they'll be faded and unusable. Once
you learn one of the special moves, that Kong will be able to pick up Crystal
Coconuts as well as use the barrels. Jump into a barrel with the corresponding
Kong's face on it to trigger one of the special moves, which vary. For as long
as you continue using the move, your Crystal Coconut supply will be displayed
and steadily decrease. If you run out, the move automatically deactivates, which
can be dangerous in certain situations. Do whatever task is necessary as quickly
as possible. If you want to cancel the move, hold Z and press left C.
Crystal Coconuts are everywhere, so stocking up a good supply is not a problem.
You can't pick them up, however, until you learn one of the barrel moves.
Donkey's move makes him invincible, Diddy's lets him use a jetpack, Lanky's
technique allows him to run at super speed, Tiny's move lets her shrink, while
Chunky's lets him become huge. They all have different purposes, and the barrels
are usually located close to where you need them.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kong Pad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I hope I don't have to say that these are pads that have the Kongs' faces on
them. They are all light blue, but you can't use any of them until you learn one
of the pad moves. After you do learn a special move, that particular Kong will
be able to use the pads with his/her face on them. Press Z while standing on it
to activate the move. Unlike the barrel moves, these do not require Crystal
Coconuts. Donkey's move lets him play a barrel shooting course, Diddy's lets him
leap super high, Lanky's technique allows him to inflate like a balloon, Tiny's
will teleport her to another pad, while Chunky's makes him invisible.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Battle Arena Pad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Every world has a metallic pad with K. Rool's face on it, called a Battle Arena
Pad. Any Kong can use it, but some pads can only be reached by a certain Kong.
Press Z while standing on it to be transported to a special arena. In this arena
, you cannot fall off, or you'll die. For a certain amount of time, enemies will
attack you. You have to kill them over and over as they respawn, avoiding losing
all your health or falling off the ledge until the time limit runs out to win a
Battle Arena Crown. After you take the crown, you're transported back and the
pad disappears. This guide tells you how to get all ten Battle Arena Crowns
(there are eight in the eight worlds plus two in DK Isle). You need at least
four to open a door in Hideout Helm that leads to K. Rool's throne and the
control room.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Troff n' Scoff Portal
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You'll find these portals, which have a picture of a hippo and a pig on them,
scattered throughout the levels. There are about five of them per world. If you
walk through them, you'll be transported to a room with two ramps on either side
and a Tag Barrel. Troff, the pig on the left, is huge and fat, while Scoff, on
the right side, is tiny. Since Troff is so heavy, his podium is on the ground,
while Scoff's is way up high. You have to stand on the Banana Pad in the room to
feed Scoff bananas. He'll get heavier as you feed him more bananas, and the
number on the door between the two animals goes down. As Scoff gets bigger and
weighs the podium down, Troff will get smaller and go up. Once the number goes
down to zero, Troff will be able to reach the key up high and open the door. On
the door, a picture of one Kong's face will appear on it. Only that Kong can
enter to fight the world's boss.
After you defeat the boss inside, you'll receive a Boss Key. Once you collect
it, you'll reappear outside the Troff n' Scoff Portal you entered and all of the
portals in that world will disappear for good. The number of bananas needed to
open the door becomes higher, so you'll have to start using more than one Kong
to feed Scoff.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Banana Pad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Each world has about five Scoff n' Troff Portals. If you walk through them,
you'll be transported to a room with two ramps on either side and a Tag Barrel.
Troff, the pig on the left, is huge and fat, while Scoff, on the right side, is
tiny. Since Troff is so heavy, his podium is on the ground, while Scoff's is
way up high. You have to stand on the Banana Pad in the room to feed Scoff
bananas. The pad is on the ledge overlooking the entrance and the Tag Barrel.
He'll get heavier as you feed him more bananas, and the number on the door
between the two animals goes down. As Scoff gets bigger and weighs the podium
down, Troff will get smaller and go up. Once the number goes down to zero, Troff
will be able to reach the key up high and open the door. On the door, a picture
of one Kong's face will appear on it. Only that Kong can enter to fight the
world's boss.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Target Switch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You'll find switches on the walls of many areas, and they have pictures of
fruits and other foods on them. These switches are triggered by using Funky's
shooters, which each Kong can purchase for three coins (each Kong must purchase
his/her own shooteR). DK shoots coconuts, Diddy shoots peanuts, Lanky shoots
grapes, Tiny shoots feathers, while Chunky has his pineapples. You can only
trigger a switch with the appropriate projectiles, and you'll often need to hit
more than one switch.
Once you've hit a switch or two, something will happen, such as a gate opening.
Hitting switches usually allows you to progress through areas. Switches are
often placed in front of gates so that you can open them. There are tons of
switches throughout the game that you'll need to hit, though switches aren't the
only thing the shooters are used for. Sometimes, you'll have to hit a different
type of target. You can also use your shooters to kill enemies, though that
isn't recommended.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Music Pad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Music Pads are blue pads with pictures of instruments on them. Candy, DK's
girlfriend, will sell each Kong their very own instrument. Not only do they
incinerate all baddies within the immediate vicinity, they also can be used to
activate music pads. Stand on the pad with the Kong whose instrument is depicted
on the pad, then hold Z and press up C to play, which causes something to happen
, like a door opening. If you play it off a Music Pad, you'll lose one energy
unit. If you run out of energy, you won't be able to play your instrument.
Playing on a Music Pad does not decrease musical energy. Candy Kong will not
only give you your instruments, she'll also sell you energy maximum upgrades,
twice throwing in an extra melon of life as a bonus!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Headphones
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you use your instruments a lot to destroy enemies, you'll start running low
on musical energy. Therefore, you'll sometimes find a pair of blue headphones
hidden in a world. If you stand in it, it will recharge your energy to the
maximum. Headphones are rather rare and you'll only find one or two pairs per
level, though they are quite useful for people who like to kill enemies with the
instrument.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Animal Crate
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Animal Crates are boxes that have a picture of an animal. There are only two
kinds, one with Rambi's picture and one with Enguarde's. If you jump into the
Ramib Crate as DK, he will transform into Rambi. The same goes for Enguarde when
you swim into an Enguarde Crate while using Lanky. You have an unlimited amount
of time to perform your animal's tasks, but if you go out of a certain area,
you'll be detransformed.
To perform a supercharge attack, hold Z and press B. B will do a normal attack,
while A will jump (for Rambi). The supercharge allows you to break open rocks
with the animal's picture on it. The regular attack, on the other hand, is
capable of brekaing open other things, like huts or treasure chests. If you want
to cancel your transformation, hold Z and press left C.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TNT Barrel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TNT Barrels are only found in boss fights, on a pad in the center of the arena.
When the boss sits down to rest or taunt you, pick up the barrel (press B) and
press B again to throw it at the boss. This will damage him, though you'll need
a few TNT hits before the boss dies.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Training Barrel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These are the barrels with Cranky's face on them found at the beginning of the
game. Jump into one to play a bonus stage in which you have to use a basic move
to achieve some goal. The stages are designed to teach you basic techniques
required to get through the game, so they're extremely simple. If you complete
one within the given time limit, Donkey will reappear under it and the barrel
will explode.
Complete all five bonus barrels and Squawks will come and tell you to see
Cranky. Return to his lab and Cranky will give you the first potion, the Simian
Slam. Press A and press Z while in the air to do a move just like SM64's ground
pound. This lets you activate switches with DK's (and the other kongs, provided
you're using the right Kong) face on them. You need to do this to get out of the
training area.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bonus Barrel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bonus Barrels are floating barrels with a picture of a banana on them. Jump into
them to play a bonus stage. There are a wide variety of stages, though they are
repeated. A repeated stage will always be harder than a previous stage of the
same type. In some mini-games, you have to survive for a certain period of time,
while in most, you have to score a certain amount of points before the time
limit runs out. Most of the mini-games are not too hard, but some can be
extremely infuriating.
If you defeat a bonus stage, your Kong will reappear under the barrel, which
will explode. You're awarded a Golden Banana for winning. If you fail to defeat
the bonus stage, you're given the option to retry or quit. You have an unlimited
number of retries, so you might as well keep going until you win, unless you are
about to destroy your controller in frustration.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DK Coin
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In certain areas of the game, you'll have to complete a race of some sort to get
a Golden Banana. Within these races you'll find coins with the DK logo on them.
To earn all of the aforementioned Golden Bananas, you have to collect a certain
number of coins. Be warned that if you get hit by an enemy or obstacle, you'll
lose three coins. Becuase of this, you should continue to collect coins after
you've gotten the necessary amount.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DK Star
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These are found in a couple places. There's one in Gloomy Galleon and Crystal
Caves, and you'll also find these at the end of most of DK's barrel blasting
courses. Shoot/go through these stars (sometimes you have to hit them more than
once) to make something happen that allows you to progress in the level.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lever
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The first type of lever can be found anywhere. Once you learn the Gorilla Grab
move from Cranky Kong, stand on a lever's footplate and press B. DK will pull
the lever, which causes something to happen, allowing you to progress. These are
also found in the three mine cart courses on the sides of the track. Move the
control stick left or right to pull the lever, which closes one track and opens
another. This can be favorable, but it isn't always. Sometimes the track you
open has less coins than the one that was open before, so you don't want to pull
all of the levers.
o------------------------------------------------------------------------------o
| 5b Move List MOVELIST |
o------------------------------------------------------------------------------o
================================================================================
Basic Moves
================================================================================
These are the moves you start the game with. Although you don't need to buy them
, they all require some kind of button combination.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jump Attack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To do this move, start running, then jump and press B. Donkey will do a little
kick. These controls apply to all five Kongs, though the moves they will do vary
a bit. This is the most efficient form of attacking, as you can keep moving and
it takes out most enemies in a single hit. This move also gives you a bit of air
time, so it can be good for crossing gaps (though the long jump is probably a
better idea for that). You should use this move for taking out enemies on a
regular basis. It's convenient and relatively powerful.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Roll
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is a move that only DK and Tiny Kong can use, due to the controls. While
moving, quickly press Z and then B and DK will do a little roll. Tiny does a
slide. This can be used for taking out enemies or to get a little speed. Rolling
really has no purpose, but it can be useful if you want to go a little faster.
If you want to stop the roll, press A and your Kong will jump, landing on his/
her feet. Because of the fact that you need to press Z and B, Lanky, Chunky, and
Diddy can't use this, as they have moves that require those same controls.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Backflip
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The backflip is one of the most important moves. Hold Z and press A and your
Kong will do a high jump, allowing you to reach higher ledges. You don't get
much distance with this move, so you'll need to be close to the ledge you're
trying to jump to. Since you get so little distance, don't try using this to
cross gaps, as you'll just fall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Long Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The long jump is a rather useful move that you Super Mario 64 people will be
familiar with. While running, quickly press Z and then A. If done correctly,
your Kong will leap forward several feet, which allows you to get across much
wider gaps than normal. There are some gaps that you can't cross using the
normal jump, so that's where the long jump comes in handy.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Roll Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
One move that DKC players might remember is the roll jump, which is exclusive to
Diddy. Press B while moving to do a standard cartwheel attack, then jump mid-
cartwheel. In the DKC series, this allowed you to grab items in pits, as Diddy
would drop off and get the item in the pit, then jump to safety. In DK64,
however, this move is good for getting distance you couldn't get with a normal
jump. You can also add an extra press of the B button after the jump to get even
more distance.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Double Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Like the roll jump, the double jump can only be performed by Diddy. Press A to
leap into the air, then press A again at the exact time that you land. You have
to time it right. If you do manage, Diddy will do a second, much higher jump.
This can be useful for climbing high ledges and exploring.
================================================================================
Advanced Moves
================================================================================
Advanced moves, with the exception of the shockwave, are taught to you by the
three Kongs who have shops: Cranky, Funky, and Candy. You have to pay Banana
Bunch Coins to get moves from these three.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Simian Slam (Buttus Bashium)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~3 coins~~
~~DK Isle~~
After you complete Cranky's training barrels at the start of the game, he'll
give you your first potion, which will work for all Kongs (you don't have to
purchase it for each Kong). Press A and then Z while in the air to do a butt
stomp. This can be used to kill enemies, though that is not recommended. The
main use of the Simian Slam is to activate switches. You'll find green Kong
Switches all over the worlds with the Kongs' faces on them. If you stomp the
switch with the corresponding Kong, the switch will activate and something will
happen, such as a gate opening.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Super Simian Slam (Big Buttus Bashium)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~5 coins~~
~~Fungi Forest~~
This is an upgrade to the Simian Slam learned in Fungi Forest. Fortunately, it
leaves the controls unchanged. Only one Kong has to purchase this before all the
Kongs have it. You'll notice the small shockwave produced when you do the move
has turned blue. This allows you to trigger the blue Kong Switches, which you'll
find everywhere in Fungi Forest. Obviously this means you pretty much can't get
anywhere in the level without getting this move.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Super Duper Simian Slam (Bigga Buttus Bashium)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~7 coins~~
~~Creepy Castle~~
This is an upgrade to the Super Simian Slam learned in Creepy Castle.
Fortunately, it leaves the controls unchanged. Only one Kong has to purchase
this before all the Kongs have it. You'll notice the small shockwave produced
when you do the move has turned red. This allows you to trigger the red Kong
Switches, which you'll find everywhere in Creepy Castle. Obviously this means
you pretty much can't get anywhere in the level without getting this move.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Baboon Blast (Barrelum Perilous)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~3 coins~~
~~Jungle Japes~~
This is DK's first move, and you'll learn in the game's first level. Once you've
purchased it, find a pad with Donkey Kong's face on it and press Z while
standing on it. It will shoot him up into the sky and you'll be able to play a
barrel blasting course. You'll find only one pad in each level, but usually,
completing the course is vital to the completion of the level.
The crosshair will move up and down. When it's lined up with the next barrel,
press A, B, or Z to shoot. If you make it, you'll be in another barrel. If you
miss, you'll appear back at the DK pad, forcing you to start over. As you get
into the later levels, there will often be more than one barrel to choose from.
Banana Bunches and coins will mark your way.
At the end of your barrel blasting course, you'll sometimes find a Golden
Banana. Other times the prize will be a DK star or a Bonus Barrel. If you shoot
yourself through a DK star, something will happen that allows you to progress
through the level.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Strong Kong (Strongum Kongus)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~5 coins~~
~~Angry Aztec~~
This is one of the moves that requires the use of one of Cranky's Kong Barrels.
Jump into a barrel with Donkey Kong's face on it to activate the Strong Kong.
For as long as your supply of Crystal Coconuts last, you'll be totally
invicible to terrain and enemies. However, your Crystal Coconut supply will
slowly but steadily go down, and once it reaches zero, the Strong Kong
deactivates, which could leave you in a sticky situation. Because of this,
you'll want to accomplish whatever task is needed as quickly as possible. If you
want to cancel the move, hold Z and press left C.
Donkey can still use all his normal moves while he's invincible, save using his
shooter. You can't collect Crystal Coconuts with a Kong who wasn't learned a
barrel move yet, but once you've learned one, stocking up a good supply is easy.
The coconuts are all over the place. Also, taking pictures of Banana Fairies
raises the maximum amount of Crystal Coconuts you can carry at a time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gorilla Grab (Simium Strainus)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~7 coins~~
~~Frantic Factory~~
The Gorilla Grab is Donkey's final move, learned in the third level. Around the
worlds, you'll find levers. Stand on the footplate of a lever and press B. DK
will pull the lever, making something happen and letting you progress. The
things that happen when you pull a lever vary greatly. Levers are not always
positioned close to what they're triggering. For example, the toy machine in
Frantic Factory is activated by a lever, but the lever is in a shed all the way
in another room.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chimpy Charge (Hurtus Cranium)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~3 coins~~
~~Jungle Japes~~
This is Diddy's first move, learned in Jungle Japes. Hold Z and press B to do a
superpowered headbutt charge, which allows you to kill enemies and activate some
switches. HI/LO switches, which control machinery, can be activated with the
Chimpy Charge, as can other things. When you do a Chimpy Charge, Diddy will go
out of control, so you'll want to be close to your target before you do the move
to ensure your success.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rocketbarrel Boost (Boostum Highus)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~5 coins~~
~~Angry Aztec~~
This is Diddy's Kong Barrel move, and it's one of the coolest. Jump into a
barrel with his face on it and you'll suddenly burst high into the air, equipped
with a jetbarrel jetpac. You'll steadily sink unless you hold A, which activates
the thrusters. You can use the control stick to move forward and turn while you
hold A. If you want to hover in one place, hold Z. Sometimes you'll have to fire
peanuts while in the air, so you can press B to use your weapon as well. Touch
the ground to land. Diddy has a few flying courses he'll need to complete
throughout the game.
Note that the jetbarrel runs on Crystal Coconuts, so if you run out, you'll fall
straight down, which can be bad. You can't collect Crystal Coconuts with a Kong
who hasn't learned a barrel move yet, but once you've learned one, stocking up a
good supply is easy. The coconuts are all ove the place. Also, taking pictures
of Banana Fairies raises the maximum amount of Crystal Coconuts you can carry at
a time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Simian Springy (Leapus Largium)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~7 coins~~
~~Frantic Factory~~
Diddy's last move, learned in the third level, makes use of the pads with his
face on them. Hold Z while standing on one and Diddy will bounce high into the
air with his tail. This is often used to reach alcoves and other high up places.
You want to position yourself fairly close to the middle of the pad and use the
control stick to reach the alcove.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Orangstand (Palmus Walkum)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~3 coins~~
~~Angry Aztec~~
The orangstand, an interesting move, is Lanky's first technique. Hold Z and
press B and Lanky will do a handstand. Continue holding Z and move the control
stick and Lanky will walk around on his hands. The use of this is that it lets
Lanky get up steep slopes without slipping. There are quite a few places where
you need to use this. Usually, if you can't scale a slope, it's because Lanky
has to Orangstand up it. You can't attack while using the Orangstand, so you'll
want to get away from enemies before you attempt to use it. Fortunately, there's
no limit to how long you can use it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Balloon Baboon (Baboonus Balloonus)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~5 coins~~
~~Frantic Factory~~
Lanky's second technique requires him to use a pad with his face on it. Press Z
while standing on one and Lanky will inflate and rise. Use the control stick to
maneuver him around to wherever you need to get. Be warned that the Balloon
Baboon only lasts for so long. This means you could take a huge fall, depending
on where you are, which could seriously mess you up. If you want to deflate
prematurely, press Z. You know when Lanky is about to deflate when the music
starts speeding up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Orangstand Sprint (Palmus Dashium)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~7 coins~~
~~Crystal Caves~~
The Orangsprint, as I like to shorten it, Lanky's last move, is just as
ridiculous as the rest, perhaps even more so. Jump into a barrel with his face
on it and you'll automatically be in Orangstand position. While it looks like
the Orangstand at first glance, it's not. Start moving and Lanky will run like
greased lightning. Okay, that's a bit of an exaggeration. Anyway, the move
allows Lanky to accomplish tasks in time limits that would otherwise make it
impossible. If you want to cancel the move, hold Z and press left C.
Of course, since the Orangstand Sprint is a barrel move, it uses Crystal
Coconuts. You can't collect Crystal Coconuts with a Kong who hasn't learned a
barrel move yet, but once you've learned one, stocking up a good supply is easy.
The coconuts are all over the place. Also, taking pictures of Banana Fairies
raises the maximum amount of Crystal Coconuts you can carry at a time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mini-Monkey (Kongum Smallus)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~3 coins~~
~~Angry Aztec~~
The Mini-Monkey is Tiny Kong's special Kong Barrel move. If you jump into a
barrel with her face on it, she'll shrink to about a tenth of her original size.
Oddly enough, you can still kill Kremlings with ease while using this move,
despite them being twenty times larger. While you're small, you can access new
areas that have tiny entrances. You can also bounce on mushrooms, since you're
extremely light now. Tiny Kong has many Golden Bananas that require her to be
super small.
While the Mini-Monkey does require Crystal Coconuts, meaning you'll return to
normal size if you run out, the Tiny Barrels are usually placed very very close
to where you need to be small, so running out isn't much of a problem. You can't
collect Crystal Coconuts with a Kong who hasn't learned a barrel move yet, but
once you've learned one, stocking up a good supply is easy. The coconuts are all
over the place. Also, taking pictures of Banana Fairies raises the maximum
amount of Crystal Coconuts you can carry at a time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ponytail Twirl (Roundum Roundus)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~5 coins~~
~~Frantic Factory~~
This is one of Tiny's best moves. Anyone who has played DKC2 will recognize this
immediately. Press A to jump, then press and hold A again and Tiny will start
twirling her pony tails, just like Dixie. This allows her to hover and cross
ridiculously large gaps that no other Kong can make. Tiny has no limit to how
long she can twirl her hair, so you've got plenty of power in that jump. Watch
Tiny's shadow to know when to let go of the A button. The best thing about the
Ponytail Twirl is that it eliminates damage from falls. If you ever fall off a
platform, hold A until you reach the ground. Since you fall slowly and
delicately, Tiny will take no damage from her fall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monkeyport (Warpum Craftious)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~7 coins~~
~~Crystal Caves~~
The Monkeyport is Tiny's last move, requiring you to use her special Kong Pad.
It's also one of the coolest moves. Stand on a pad and press Z to teleport to
another pad. You can teleport back as well. This allows you to reach areas
otherwise unnaccesible. You'll need to use the Monkeyport to reach Hideout Helm
and to reach various areas in Crystal Caves.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hunky Chunky (Kremulious Crushum)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~3 coins~~
~~Angry Aztec~~
This is Chunky Kong's barrel move. Jump into a barrel with his face on it and
he'll become five times his normal size. This lets you just walk on Kremlings to
defeat them and makes you practically invincible. You can also pick up
supersized boulders too heavy for normal Chunky to pick up. Most of the time,
you have to put these boulders on some surface to trigger a switch. The tasks of
Hunky Chunky vary more than those of the other Kongs, but they all require super
strength or size.
Like with all the other barrel moves, the Hunky Chunky relies on Crystal
Coconuts. However, like with Tiny, this isn't a problem, as the barrels are
almost always placed right where you need them. You can't collect Crystal
Coconuts with a Kong who hasn't learned a barrel movve yet, but once you've
learned one, stocking up a good supply is easy. The coconuts are all over the
place. Also, taking pictures of Banana Fairies raises the maximum amount you
can carry at a time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Primate Punch (Sandwichium Punchius)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~5 coins~~
~~Frantic Factory~~
The Primate Punch is a move for Chunky that he can use anywhere. Hold Z and
press B to make him do a powerful punch. This CAN take out enemies, though that
is not a good idea, as it requires you to be still. The Primate Punch is good
for destroying barriers such as gates and activating switches like Chunky
buttons. Doing this will open new areas. The most noteable example is Hideout
Helm, where Chunky has to punch the gates blocking off the Kongs' challenges.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gorilla Gone (Wheresim Gonum)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~7 coins~~
~~Crystal Caves~~
Chunky's very last move requires him to use the pads with his face on them.
Press Z while standing on one and Chunky will become invisible. Of course, you
can still see his clothes so you know where he is. Not only will enemies ignore
you, you'll also be able to see other invisible things, such as invisible
Golden Bananas. However, if you wander off too far, the move will automatically
cancel. Other than that, there is no limit to this move.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Equip/Unequip Shooter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~3 coins~~
~~Jungle Japes~~
Shooters are purchased at Funky's Armory and are extremely important. Funky will
sell each Kong their own shooter, so you have to pay 3 coins with each Kong. The
guns fire different projectiles, but the controls remain the same. Hold Z and
press left C to equip your weapon. Your Kong is a bit slower while you use the
weapon. Press up C to go in and out of first person mode, which allows you to
fire with a crosshair.
There are many switches throughout the game that must be shot with a shooter.
The switches have pictures of the different projectiles on them. You have to hit
it with the appropriate weapon, or nothing will happen. Usually, hitting a
switch (or two, in some cases), will open a gate or a doorway. Donkey fires
coconuts, peanuts for Diddy, Tiny has her feathers, Lanky has grapes, while
Chunky's gun shoots pineapples. Shooters are pretty weak against enemies, so you
should stick to shooting switches.
You start with only 50 ammo, which means you might run out on occasion. Funky
has several upgrades that you can purchase, which increase your total. You'll
eventually have a maximum of 200, which pretty much ensures you'll never run
out. To increase your total, pick up suppply crates, which are littered all over
the place. They increase your total by five.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Homing Ammo
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~5 coins~~
~~Fungi Forest~~
Homing Ammo is an awesome "skill" you learn from Funky in Fungi Forest. He'll
teach you to use the red Supply Crates, which are quite rare, but worth
searching for. If you pick some up, a new counter will start. If you go into
first-person, the crosshair will turn green if it's near an enemy. The red ammo
will home in on enemies, making it easier to shoot them down. Very useful for
those blasted Zingers. You have to use all your homing ammo before you can use
your normal ammo again.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sniper
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~7 coins~~
~~Creepy Castle~~
The last move Funky has to offer is a sniper. Go into first person while your
shooter is equipped and you'll notice you're in a sort of binocular view. You
can now use the left and right C buttons to zoom in and out. This lets you see
and hit switches from a great distance. You need to do this in Creepy Castle as
some switches are across a long area. If you walk onto this area, the switch
disappears, so you need to use the sniper. The sniper, like the homing ammo and
other upgrades, only needs to be purchased by one Kong for all five to have it.
Not that you won't have enough coins to buy 15 snipers...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Play Instrument
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~3 coins~~
~~Angry Aztec~~
Candy Kong, like Funky, sells each Kong their very own instrument, so you have
to pay three coins with all the Kongs. Although the sound of each instrument is
unique, the controls remain the same for all five Kongs. Hold Z and press up C
and your Kong will play a little tune on their instrument. The ear-shattering
power of a single tune will incinerate all enemies within the immediate vicinty
, making things easier on you. However, each time you play an instrument, you
lose one unit of musical energy. You can refill this energy by standing by a
pair of Headphones (there's always a pair in a level, but they're well hidden)
or by going to Candy's shop.
While the instruments basically nuke enemies, the main use of them is really to
activate Music Pads. The pads have pictures of the different instruments on them
, so you'll have to be using the right Kong to use one. Play your instrument
while standing on the right pad and something will happen, like a lake melting
or a door opening. When you play on a Music Pad, you don't lose musical energy.
Donkey plays the bongos, Diddy plays an electric guitar, Tiny has her saxophone,
Lanky plays a trombone, while Chunky has a triangle.
You start out with only 10 energy, meaning you'll be running out a lot if you
use the instruments to kill enemies. Candy has several upgrades that you can
purchase throughout the levels that increase your total. She'll also give you
two extra melons throughout the course of the game. You'll eventually have a
maximum of 25 energy.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shockwave
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~0 coins~~
~~DK Isle~~
The shockwave move is unique because it's not taught to you by Cranky and it's
also completely free. Once you have the Mini-Monkey move, you can return to DK
Isle. There's a big island that has a giant woman's head with a banana peel on
top. Find the Tiny Barrel, then become small and enter the tiny entrance of the
head. You'll meet the Banana Fairy Queen, who's fairies were scared off. She
gives you a camera to take pictures of the fairies, which "captures" them. The
queen also gives you a special move.
Hold B and sparks will start to fly around you. This severely lowers your speed,
but release the B button while there's enough sparks and your Kong will do a
huge shockwave, wiping out enemies. This is extremely powerful, as it takes out
Kasplats and Koshas in a single hit. However, it also uses up one Crystal
Coconut and requires you to charge it up. Because of this, the attack should
only be used against very powerful enemies. The other use of the shockwave is to
unearth the DK Dirt Piles (there are two in DK Isle and two in every level) you
will find. If you shockwave while standing on it, you'll get a Rainbow Coin,
which gives every Kong five Banana Bunch Coins.
o------------------------------------------------------------------------------o
| 5c Enemy List ENMYLIST |
o------------------------------------------------------------------------------o
There aren't many enemies in this game, and the enemies are really stupid. They
basically charge at you, but can't retreat or dodge your attacks. They also will
go back if you run far enough. After you defeat an enemy, it will eventually
regenerate (it comes back in a bunch of swirling particle things). The enemies
will be ranked in difficulty using a star system, with one star being the least
difficult and five stars being the most difficult.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gnawty
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~DK Isle~~
~~Jungle Japes~~
~~Crystal Caves~~
Gnawties are a returning enemy from the DKC series. They're blue beavers that
patrol ground areas, and they're extremely easy to defeat. If one sees you, it
will stupidly charge forward. A single hit of any kind will take it out and earn
you a melon slice. These guys generally come in packs, but are still very simple
to handle. Early on in the game, when things are easy, Gnawties are extremely
common. However, as you progress through the levels, they become much rarer and
more difficult enemies are introduced.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mecha-Zinger
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : ***
~~DK Isle~~
~~Frantic Factory~~
~~Gloomy Galleon~~
~~Crystal Caves~~
These are the same as Zingers only they're mechanical... Yeah, shocking. Anyway,
unlike Zingers, these ALWAYS drop bombs, so be careful. Since they're usually
found in relatively safe areas (not high ledges), it's a good idea to shoot them
down before you progress, as that will make things much easier on you. They also
take two hits to kill, rather than one.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kasplat
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : **
~~DK Isle~~
~~Jungle Japes~~
~~Angry Aztec~~
~~Frantic Factory~~
~~Gloomy Galleon~~
~~Fungi Forest~~
~~Crystal Caves~~
~~Creepy Castle~~
The Kasplat is the single most common enemy in the game. They look similar to
the Krushas of Donkey Kong Country, only more gangsterish with sunglasses. Keep
your distance when you first approach one, as they periodically slam the ground
to send a shockwave, which can knock you off a ledge. These guys are extremely
strong, so you can either nuke it with about eight oranges, or you can use the
more conservative method and walk up to it and mash the B button. If you don't
let up in your B button spamming, you won't get hurt, though you'll have to spam
for a while. The shockwave can one hit them for the price of a Crystal Coconut.
Notice the Kasplats have colored hair. The color of their hair indicates which
color Blueprint they carry, which is useful since each Kong can only pick up
Blueprints of their own color. Blueprints are an important item. Go to Snide's
HQ (there's one in every level) and you can exchange your Blueprints for Golden
Bananas. In Hideout Helm, you have 1 minute per Blueprint you returned plus 10
minutes to complete all the challenges and thereby deactivate the Blast-o-Matic.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Klaptrap
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : ****
~~DK Isle~~
~~Angry Aztec~~
~~Fungi Forest~~
~~Crystal Caves~~
~~Hideout Helm~~
The Klaptrap is probably the most annoying enemy in the game, as well as a
pretty common one. They look like small green crocodiles, only they walk on all
fours, unlike Kritters. They also usually come in packs. There are two varieties
, the first being the green one. Attack a green Klaptrap and it's teeth will pop
out to kill you. Unforunately, the melon slice appears immediately, forcing you
to pick it up with the teeth on your back. The teeth are small and fast, making
them hard to kill. I recommend standing still and using the stationary attack.
Or better yet, just avoid these guys entirely, unless you need to use your
shooter while around them. The purple variety is actually a bit easier to deal
with, despite being stronger. Like Klumps, purple Klaptraps will only fall to a
bomb, so keep your distance and fire at will. They drop three oranges for you to
restock.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kosha
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : **
~~DK Isle~~
~~Gloomy Galleon~~
~~Fungi Forest~~
~~Crystal Caves~~
~~Creepy Castle~~
The Kosha is a strong and somewhat annoying enemy that doesnt appear until the
fourth world. This guy is a tiny little Viking who carries a club about five
times larger than him. If you get close, he'll either swing it around (which can
and will hit you if you're not careful) or try to whack you with it. If he does
the latter, the club will get stuck in the ground. This is the only time during
which an orange bomb will hurt him, so you'll have to be quick. The more
recommended way of killing a Kosha is to use a shockwave (which wipes it out in
one hits) or the musical instrument. If you get hit by a Kosha, you'll lose two
melon slices, but it also gives two melon slices when its defeated.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kritter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~DK Isle~~
~~Angry Aztec~~
~~Frantic Factory~~
~~Gloomy Galleon~~
~~Crystal Caves~~
~~Hideout Helm~~
Kritters are also a returning enemy from DKC, except they only come in green,
rather than the wide variety found in DKC. The best way to kill one is to use
the moving attack. This wipes it out in one hit, as opposed to the stationary
attack, which takes two hits. These guys are pretty slow, so you don't have to
worry about them much. They're often loners, too, so they're extremely easy to
deal with. Despite these guys being basic troopers like Gnawties, they remain
common throughout the course of the game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Zinger
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : */***
~~DK Isle~~
~~Jungle Japes~~
~~Angry Aztec~~
~~Fungi Forest~~
~~Crystal Caves~~
The Zinger is one of the more common enemies you'll face. They're basically bees
that patrol the skies, often pairing with Gnawties. Early on, they are simple,
as they merely swoop down, and you won't get hit as long as you keep moving.
However, later on in the game, they drop bombs on you, which can be incredibly
annoying, especially if it knocks you off a ledge.
The only way to kill a Zinger is to shoot it with your weapon. With the swooping
variety, it's not worth it, as you risk being hit anyways. However, with the
ones that drop bombs, you might want to get to a safe spot and shoot it down to
make your life easier, especially if you're on a ledge. Zingers will often be
placed in small rooms dedicated to specific tasks. In these situations, it is
especially worthwhile to eliminate them.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kaboom
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~Jungle Japes~~
~~Angry Aztec~~
~~Gloomy Galleon~~
The Kaboom is one of the rarest non-level exclusive enemies in the game. They're
just like Klobbers only they're red barrels with "TNT" printed on them. If you
get too close, they'll come out and chase you, eventually exploding. If you keep
running, they'll explode without hurting you and still leave behind a melon
slice, but if you dawdle, you'll get hurt by the explosion. You can also keep
your distance and throw an orange to defeat it. Kabooms are also found in mine
cart races, waiting on ledges. To avoid getting hit and losing three coins, slow
down your mine cart by holding down on the control stick, then speed up when the
Kaboom explodes.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Klump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : **
~~Jungle Japes~~
~~Angry Aztec~~
~~Gloomy Galleon~~
~~Fungi Forest~~
~~Crystal Caves~~
~~Hideout Helm~~
Klumps are just like in DKC only they're more colorful now, having orange armor
and a pink body. These fat, lumbering guys will throw bombs at you, but you can
dodge them fairly easily, so long as you don't get cornered. If you try to kill
a Klump with a regular attack, it won't work. You have to use an orange bomb of
your own to kill it. If you manage to hit it, the Klump will fall down and spit
out three oranges for you to collect. Klumps are very common and always come in
packs. They're a lot larger than your Kongs, so don't get close to it, or it
will smack you with its belly.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Krash
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : **
~~Jungle Japes~~
~~Fungi Forest~~
Krashes are the bulky Kremlings that ride the enemy mine carts in the mine
races. They wield a club, so jump at the right time to avoid their swings. If
you get hit, you'll lose three coins, so be careful.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TNT Cart
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : ***
~~Jungle Japes~~
~~Fungi Forest~~
TNT carts are TNT barrels on mine carts in the mine races. Slow down if one is
in front of you and speed up when one is chasing you from behind to avoid
getting hurt. If one hits you, you'll lose three coins.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Klobber
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~Angry Aztec~~
~~Gloomy Galleon~~
~~Crystal Caves~~
The Klobber has seriously toned down in popularity from DKC2, where it was
pretty much everywhere. In DK64, you'll rarely encounter these guys, which are
just Kremlings in a barrel. At first glance, they look like ordinary barrels,
but they'll pop out and attack you if you get lose. They usually come in packs,
so keep your distance and fire oranges (which is the only way to kill them). If
a Klobber is placed on a ledge (like Diddy's cabin in Crystal Caves), you can
easily be knocked off, so keeping your distance is important.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kroc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Angry Aztec~~
~~Crystal Caves~~
~~Creepy Castle~~
Kroc, an enemy from Krack Shot Krac in DKC3, returns in DK64. After completing
certain objectives, a crosshair will appear on the sreen and a time limit will
start. If you do not escape the area within the allotted time, Kroc will blast
you, causing you to either lose health or die. There is no way to defeat Kroc
(you cannot even see him). You simply have to escape before the time limit runs
out.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Krobot
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~Frantic Factory~~
The Krobot is a robotic Kremling, and you'll find them littered throughout
Frantic Factory. They try to sneak up on you by lurking in dark tunnels, so the
instrument may be a good idea. A normal attack does not work on a Krobot, as
it's metal, so you need to bomb it with an orange. Fortunately for you, this
will destroy the robot and give you two melon slices. You can also take these
guys out with Chunky's Primate Punch.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mr. Dice
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~Frantic Factory~~
The live dice will come and attack you, but all it takes is a simple roll or
punch to knock it out. These guys are absolutely nothing to fear. You'll only
find them in Frantic Factory's Testing Roomn and during the Toy Monster fight.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ruler
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~Frantic Factory~~
The ruler is a wooden block that has colored shapes on it (like those toys meant
to teach children to differentiate shapes). They only appear during the Toy
Monster fight in Frantic Factory. A simple moving attack will take them out in
one hit.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sir Domino
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~Frantic Factory~~
The live domino will come and attack you, but all it takes is a simple roll or
punch to knock it out. These guys are absolutely nothing to fear. You'll only
find them in Frantic Factory's Testing Room and during the Toy Monster fight.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Super Block
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : N/A
~~Frantic Factory~~
The Super Block looks like a numbered block with arms and legs, and eyes too.
They only appear during the Toy Monster fight in Frantic Factory. You never
actually get to fight these guys. They merely appear in the cut-scene in which
the Toy Monster forms.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Klam
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~Gloomy Galleon~~
The Klam is an extremely disturbing looking evil clam found only in the treasure
chest Tiny enters in Gloomy Galleon. They periodically open and close their
teeth. If you touch their teeth from the outside, you will get hurt. The Klams
contain pearls that belong to the mermaid. Tiny has to retrieve and return the
pearls to the mermaid for a Golden Banana. Sneaking into their mouths while they
are open is, fortunately, an extremely simple matter.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Puftup
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : **
~~Gloomy Galleon~~
The Puftup is an enemy found in the shipwrecks of Gloomy Galleon. They look
exactly like the puffer fish from Banjo-Tooie's Jolly Roger's Lagoon. If you get
close, they'll explode. This may be a problem if you get cornered, but you
shouldn't have much trouble as long as you keep swimming and avoid corners.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shuri
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~Angry Aztec~~
~~Gloomy Galleon~~
The Shuri is a starfish that was fairly annoying in DKC2's water levels. In DK64
, they're much more pathetic. They swim around the water trying to kill you, but
you should have no problem avoiding them so long as you keep a good distance
away from them. Unfortunately, Shuri are also found in the Splish Splash Salvage
mini-game. They swim around the barrel trying to attack you, and they might
succeed given the horrible and unalterable angle.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Flip-Flap
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : **
~~Fungi Forest~~
~~Creepy Castle~~
A couple of sheds in the two levels above have killer bats called Flip-Flaps.
They'll hurt you if you stand there like an idiot, but hopefully you'll do the
intelligent thing and bust out your shooter and start firing. Once you shoot
down all the bats, you get a Golden Banana.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Killer Tomato
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : **
~~Fungi Forest~~
You'll find these bouncing guys in a patch near Funky's in Fungi Forest. They're
terrorizing a worm, so use the Hunky Chunky move and mash them into nothingness.
The worm then demands that you carry him to the clocktower area. After you do
that, he'll give you a Golden Banana.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kroom
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~Fungi Forest~~
Fungi Forest isn't called Fungi Forest for nothing. The place is littered with
mushrooms, tall and short. You should see big, stubby mushrooms on the ground
with no immediately visible stems. If you get near these, they'll pop up and
chase you, revealing themselves to be bandit dudes. Just use a roll attack and
you'll be fine. The biggest threat is walking into one without realizing it's an
enemy. You will only find these during the daytime.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Krypt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~Fungi Forest~~
~~Creepy Castle~~
The Krypt is found all over Creepy Castle as well as in Fungi Forest during the
nighttime. They're made of the skeletons of Kritters and they use a bone for a
weapon. If you use the stationary attack, it takes two hits, so the best way to
destroy these guys is to use the moving attack. They are spread thin and don't
come in packs, so they're really easy to deal with.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fireball
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~Crystal Caves~~
The fireballs are only found in Chunky's portion of the Crystal Caves igloo.
These guys try to light the TNT barrel tied to the rabbit, and they'll succeed
if you let too many of them get near the rabbit. If you keep circling the room
and using the moving attack, these guys will be history.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fly
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : **
~~Creepy Castle~~
There's a trashcan in Creepy Castle that only Tiny Kong can access. If you use
the Mini-Monkey, you can bounce from the mushroom into the can, where you'll
find a bunch of evil flies (they look exactly like the flies in Bovina's field
from Banjo-Tooie). Shoot them down with your feather gun and you'll win a
Golden Banana. If you see one coming for you get out of first-person and move
out of the way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ghost Book
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~Creepy Castle~~
Ghost Books are simply red, flying books with eyeballs. They only appear in the
library of Creepy Castle. If they touch you, you'll lose a melon slice. There is
no way to attack these guys, but there is a Donkey barrel right by where they
are. Simply hop into it and these guys won't lay a page on you.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kreepa
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *
~~Creepy Castle~~
The Kreepa is found in a couple areas of Creepy Castle. Like with normal
Kritters, using the moving attack, as the stationary attack requires two hits.
As is obvious from their appearance, these are merely Kritters hiding under
sheets in a misguided attempt to masquerade as ghosts.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Resident Demon
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : *****
~~Creepy Castle~~
The Resident Demon is a massive ghost with huge, clawed hands. He closely
resembles Kackle from DKC2. You will only encounter him in Donkey's mine cart
ride in Creepy Castle. He appears during certain segments of the track to attack
you. He has three attacks, all of which will rob you of three coins if you get
hit. First, he can throw his hand straight at you along the track. This is easy
to avoid. Simply switch out of the land the hand is travelling along. Secondly,
he can throw his hand so that is swoops across the tracks. This is much harder
to avoid; you have to perfectly time a jump so that the hand goes under you.
Lastly, the Resident Demon can fire Skull Carts which approach you from behind.
You can switch lanes to avoid these. There is no way to attack or defeat the
Resident Demon.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Skull Cart
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Difficulty : ***
~~Creepy Castle~~
Skull Carts look like flaming skulls. They are only encountered during Donkey's
mine cart ride in Creepy Castle. The Resident Demon fires them at the track, and
they approach you from behind (the camera turns so you can see them). They will
be on all three lanes, so you have to wisely adjust your speed and swap lanes to
avoid getting hit. If they do manage to hit you, you'll lose three coins.
o------------------------------------------------------------------------------o
| 5d Character List CHRCLIST |
o------------------------------------------------------------------------------o
This only lists major characters, not characters that have a specific purpose
and appear only once.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Donkey Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Everyone's favorite tie-wearing gorilla is back in action, ready to stomp
Kremling butt and kick tail. Donkey is probably the most balanced of the five
characters you get to play. He's not terribly slow or speedy, but he's
relatively strong.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Diddy Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Diddy Kong, Donkey Kong's spunky nephew, is another returning character. While
he is small, he's quite fast and can jump very high.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tiny Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dixie's sister is ready for action, sporting her sister's signature hairspin,
now called the Ponytail Twirl. Like in DKC2, the hairspin is an absolute godsend
and constantly proves itself useful.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lanky Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
No, he's not one of those infuriating barrel-throwing assclowns from that level
in Donkey Kong Country, he's the goofball of the DK crew, with a clown nose and
ridiculously long and stretchy arms. Those arms, however, give him a huge range
in which he can kill enemies and allow him to perform some interesting
techniques.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chunky Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kiddy Kong's older brother is even larger than the abnormally-sized crybaby from
DKC3. He weighs friggin' 2,000 pounds and can crush any Kremling in a heartbeat.
His monstrous size renders him slow as dial-up, unfortunately.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cranky Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cranky Kong is back to bitch. Except this time, he sells you moves needed to
complete your quest instead of sitting in a rocking chair all day giving out
useless advice for only three levels. The prices of his moves go up as you go
on. Cranky's lab is in every level.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Funky Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Funky Kong will sell the Kongs shooters that can activate special switches as
well as upgrades for said shooters. His armory can be found in every level.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Candy Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Candy Kong, Donkey Kong's hooker, I mean girlfriend, sells the Kongs instruments
that can activate Music Pads and nuke all the enemies in the area. Her shop is
found in every level except Jungle Japes and Fungi Forest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wrinkly Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wrinkly Kong, who died after DKC3, is still here to give you tips in spirit
form. If you walk up to the doors in a level's lobby, she'll give you a hint for
the appropriate Kong (the doors are color-coded) for that level.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
King K. Rool
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
King K. Rool is up to his usual Golden Banana stealing. He also decided to
kidnap the four Kongs. Of course, he was too stupid to capture Donkey as well,
so you've got to get back the banana hoard and save the Kongs, then defeat him.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
K. Lumsy
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
K. Lumsy, who lives in the cave connected to Crocodile Isle, is an ex-Kremling,
banished to a cage for his lack of ruthlessness. K. Lumsey is so huge that you
only see his feet and a bit of his lower body. He's about a thousand times
larger than Donkey. He'll agree to help you if you defeat the bosses of the
worlds, who hold the Boss Keys to his cage. There are eight locks in total to
open. Each time you open a lock, K. Lumsy will dance around and cause a massive
earthquake, which somehow manages to open a level or two but cause no other
damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Snide
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Snide, a weasel who made the Blueprints to the Blast-o-Matic, was fired because
K. Rool didn't trust him. He wants to get back at K. Rool, but he'll need you to
collect Blueprints. Kill the Kasplats (there is one for each Kong in every
level) to get the Blueprints, then give them to Snide for Golden Bananas. Once
you reach Hideout Helm, every Blueprint you returned gives you 1 minute, not to
mention an extra 10 minutes. That means 50 minutes if you retrieve all 40
Blueprints.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Troff n' Scoff
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Troff n' Scoff are two fatass animals who live in portals found in the worlds.
You'll find about five of them per world. The problem is, Troff, the enormous
pig, is so fat that he can't move his tiny arm to reach the key, despite it
being a couple of damn inches above his head. Great, just great, because that
means we have to stand on the Banana Pad to feed Scoff, the miniature hippo, a
**** load of bananas. Once you feed him the amount of bananas listed on the door
, he will become as huge as Troff while Troff, for absolutely no reason, will
become the size of Scoff, raising him up high enough to open the key. The door
will show which Kong needs to enter the door to fight the world's boss.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Squawks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Squawks, the ever-so-helpful animal buddy from the DKC series, is back to give
you tips. In the early stages of the game, Squawks appears several times to give
you tips. After the first level, you'll rarely see him. In a couple of cases,
you have to use the Mini-Monkey then play the Saxophone on the pad to make
Squawks pick up Tiny and fly her to a hole she can drop through. You'll also
need Squawks to carry a flashlight in Fungi Forest to help Diddy reach a Golden
Banana.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Banana Fairy Queen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
She is the ruler of all the Banana Fairies and wants you to help her find her
lost underlings, who were scared off. She gives you a camera to take pictures of
the fairies, which is how you "capture" them. She also gives you a special
shockwave move.
o------------------------------------------------------------------------------o
| 5e Banana Bunch Coin Guide COINLIST |
o------------------------------------------------------------------------------o
This will list the locations of all the Banana Bunch Coins. This descriptions
are not detailed, as they assume you know a bit about the level.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DK Isle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~
1. At the end of the "WAY OUT" tunnel in the training area.
2. In the banana hoard cave behind the waterfall in the training area.
3. On the path up to Angry Aztec, before the vines by the waterfall.
4. In front of the Fungi Forest Shack
5. On top of the Angry Aztec building.
6. On top of the central tower in the Creepy Castle lobby.
7. In the back of K. Lumsy's room.
~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~
1-3. At the end of the "WAY OUT" tunnel in the training area.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jungle Japes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~
1. At the top of the slope leading to Lanky's peg room.
~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~
1-3. At the start of the tunnel to the main area.
4-6. By Donkey's Kasplat in one of the tunnels.
7. Between the vines in the cave leading to Cranky's area.
8-9. In the cage with Rambi
10-12. By the Donkey Kong pad.
13-15. In the barrel blasting course.
~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~
1-2. Use the barrel kannon and you'll get these coins automatically.
3-5. In the big lake in the main area.
6-8. Near Diddy's Kasplat.
9. On the barrel inside the brown mountain at the top.
10. Backflip to the top of the larger coal pile in the mountain.
11. Behind a barrel in the room with the HI and LO switches.
12. Near the start of the conveyer belts in the mountain.
13-15. In the side path of the tunnel connecting the main area and start.
~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~
1-3. In the side path of the tunnel connecting the main area and start.
4-5. In the lake in the main area.
6-7. Above the two pegs in the room at the top of the steep slope.
8-10. In the area with Lanky's Kasplat.
11-15. Next to Snide's HQ.
~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~
1-3. In the cave under the big X Chunky smashes open.
4-6. Near the Kasplat.
7-11. On top of the big mountain at the top of the level.
12-13. Inside the beehive.
14-18. Under the lake with the Banana Fairy in the tunnel opened by Rambi.
~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~
1-3. Right next to the DK Portal.
4-6. Under the lake in the main area.
7-9. In the cave under the big X.
10-12. Around the stump where Tiny gets a Golden Banana in the beehive area.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Angry Aztec
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~
1. Just under the Tag Barrel on the island in the first main area.
2. Inside Chunky's room in the five-door temple.
~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~
1-3. In the side room of the entrance tunnel with Donkey's Kasplat.
4-5. By the cage with the llama in it.
6-8. Around the huge boulder in the tunnel connecting the two areas.
9-11. On the Tag Barrel platform near Snide's HQ.
12-13. In Donkey's room of the five-door temple.
14-18. In the alcove with the Bongo Blast pad in the llama's temple.
~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~
1-5. In front of the temple in the first area.
6. On top of the music pad in the first temple.
7-11. In the room where Tiny Kong is trapped.
12-15. Around the large cage in the tunnel connecting the two areas.
16-17. In Diddy's room of the five-door temple.
~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~
1-3. Around the pole in the temple of the first main area, just by the start.
4-7. Next to Cranky's lab.
8-10. In three alcoves in the back of the five-doored temple (first and second
floors).
11-15. In front of Funky's shop.
16-17. Inside the llama temple in the room with Lanky's matching sounds puzzle.
~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~
1-4. Around the DK pile under the Tag Barrel in the first main area.
5-8. In the room with the vulture, around the tower with the Lanky switch.
9-11. By the Chunky barrel in the tunnel connecting the two main areas.
12-14. In Tiny's room of the five-doored temple.
15-19. Around Bananaport #5.
~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~
1-4. On either side of the temple in the first area.
5-7. In the main room of the same temple.
8-11. In Chunky's room of the five-doored temple.
12-15. Behind the quicksand river where DK plays Stealthy Snoop (use bananaport
#5 to reach it).
16-19. Near Funky's store.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Frantic Factory
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~
1. In the room where Chunky punches a button to make platforms go up and down.
~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~
1-3. At the bottom of the pole leading to the production room.
4-6. On a small set of stairs in the testing room.
7-9. On some stairs near the start of the testing room.
10-12. In the corner of the room with DK's number puzzle.
13. Inside the high voltage shack where you turn on the toy machine.
~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~
1-3. Simian Spring using a Diddy pad on some boxes in the storage room.
4-6. At the top of the pole leading to the DK arcade.
7-11. At the top of the pole leading down to Snide's HQ.
12-16. At the bottom of the pole leading to the R&D room.
17-21. At the top of the pole leading to the shack in the storage room.
~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~
1-3. On the box stack leading to Cranky and Candy.
4-8. Behind stairs and boxes in the testing room.
9-13. At the top of the pole leading to the R&D room.
14-16. Inside the toy machine (where DK gets a Golden Banana).
17-19. By a Tag Barrel once you reach the top of the toy machine.
20-23. On the three elevating platforms as you head up the production room.
~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~
1-5. Around Tiny's Kasplat.
6-10. At the bottom of the pole leading to the testing room.
11-15. In the room connecting the R&D and testing department.
16-20. By a Tag Barrel as you head up the production room.
21-23. From the Bonus Barrel in the Prouduction Room, hairspin to a ledge past
it.
~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~
1-5. Around Bananaport #1.
6-8. Around the Bonus Barrel behind the gate in the storage room.
9-12. In alcoves in the testing room. Use the blocks to shoot up to them.
13-16. In the hole in the R&D room Donkey opens by pulling a lever.
17-20. Around four rotating bars as you head up the toy machine.
21-25. At the top of the pole near the start leading to the production room.
26-28. In the room with Snide's HQ.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gloomy Galleon
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~
1. Inside the lighthouse.
~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~
1-2. In DK's barrel blasting course.
3-6. Above a raft along the way to Funky's shop.
7-9. In one of the chests Enguarde smashes in the second water area.
10-12. In Donkey's area of the sunken ship.
~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~
1-5. Around Cranky's lab.
6-8. On top of the seal's cage.
9-13. In front of the mermaid's house.
14-16. In a chest Enguarde smashes in the second water area.
17-20. Behind the cactus with the music pads.
~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~
1-2. Inside a chest Enguarde breaks in the lighthouse area.
3-7. In Lanky's part of the sunken standing up ship (have Enguarde break the
chests). The last one is in the pipe revealed by breaking one chest.
7-10. In Lanky's room of the sunken ship.
11-13. In the room behind the Enguarde rock in the lighthouse area.
~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~
1-3. In the corner of the room on your right at the start.
4-5. Inside Tiny's part of the sunken ship.
6-8. In one of the chests Enguarde breaks in the second water area.
9-12. In front of the treasure chests in the coin room.
13-17. In front of the mermaid's house.
18-20. Inside the mermaid's house.
~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~
1-3. In a room blocked off by a gate on your right at the start.
4-6. In a small alcove along the path to the three chests in the landed ship.
7-9. By Bannaport #1 on the lighthouse platform.
10-14. There's an alcove with a Tag Barrel in the wall surrounding the mermaid's
house. Below the barrel are five coins.
15-17. In a chest Enguarde breaks in the second main water area.
17-22. Around Chunky's Kasplat.
23-25. On barrels in the last room of the ship in the lighthouse area.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fungi Forest
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~
1. In front of the dirt patch where you plant the beanstalk.
~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~
1-3. Behind the top of the clocktower.
4-6. Around the Donkey Kong pad.
7-9. Around the barn with Donkey's Minecart Mayahem you'll find thorns. Use
the Strong Kong barrel to safely backflip to the coins on the thorns in
the back. You have to backflip from the start of the thorns. It has to be
nighttime.
10-12. In the trough inside the back of the same barn.
~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~
1-3. On top of one of the mushrooms in the mill area.
4-6. On top of the barn itself.
7-8. Slam the Diddy switch on top of the barn and head in. There are coins
here. It must be nighttime.
9-11. Around the Battle Arena Pad. You can use the jetbarrel to do it at
either time of day.
12-15. In an alcove in the big tree, same side as Bananaport #4. It must be
nighttime.
~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~
1-3. On top of the well in the clocktower area (use vines from a mushroom
top).
4-6. On top of a mushroom in the mill area.
7-9. On top of some boxes inside the mill. It must be daytime.
10-12. Near a pole around the giant mushroom.
13-15. Around a pole past the big tree.
16-18. Behind the tomato pumpkin on the left side of the big tree area.
19-21. You'll receive these as a prize for defeating the rabbit the first time.
~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~
1-3. Bounce on a mushroom across from the giant mushroom area tunnel and
hairspin to the top of the tunnel for the coins.
4-6. By the Tiny barrel next to the dirt patch in Funky's area.
7-9. In the tunnel leading to the mill area.
10-12. Inside the mill, near the corner.
13-17. Around Tiny's Kasplat.
~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~
1-3. Behind the well in the clocktower area.
4-6. In the corner of the barn. This is the room you enter by Primate Punching
a large door. It must be daytime.
7-9. In an alcove near Funky's shop in the tomato area. It must be nighttime.
10-12. On the Chunky switch around the top of the giant mushroom.
13-15. On top of a mushroom in the mill area.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Crystal Caves
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~
1. At the top where you defeat the Kosha causing the earthquakes.
~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~
1-3. In the room opened by Chunky breaking the ice wall at the start.
4-6. In Donkey's barrel blasting course.
7-9. In the room with the ice wall across from Cranky's lab.
10-11. In the cabin with DK's matching puzzle.
~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~
1-4. On top of the ice castle (use the jetbarrel).
5-8. Inside Diddy's cabin where you have to defeat all the enemies.
~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~
1-3. In the river, near Funky's shop.
4-6. In the water, next to a pillar in the igloo area.
7-8. In the room where you have to hit squares to make them show the DK logo.
9-11. Just under the cabin in Candy's area where DK plays the matching game.
~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~
1-3. In the water just under the Bananaport #1 in the igloo area.
4-5. Stand from the path leading to the boulder near the ice castle and look to
your right to see a pillar. There are two coins floating by it, so use the
hairspin.
6-8. In front of the tiny hole across from Funky's shop.
9-11. Behind the Tiny pad at the top where you kill the earthquake Kosha.
~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~
1-3. In the room where Snide's HQ is.
4-6. On the slope next to Cranky's lab that only Lanky can climb.
7-9. Behind the platform the Tag Barrel is on in the igloo area.
10-14. The room you reach by using Bananaport #3.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Creepy Castle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~
1. Behind Snide's HQ.
~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~
1-5. Near the big tree near the start.
6-8. On the ledge with Tiny's Kasplat.
9-12. Around the DK switch in the dungeons.
13-15. Around the second Bananaport #2.
~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~
1-2. Across from the catacombs in the crypt, below the top of the stairs.
3-6. Inside coffins in Diddy's skull room. Hit the number buttons in the
incorrect order until the coffins open up with coins.
7-9. In front of the door to the dungeons in Candy's tunnel.
10-13. Atop the poles of the drawbridge near the Bananaports.
14-15. On two windows above Bananaport #1.
~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~
1-3. On a tree near the entrance to the crypt.
3-6. Around the building in the crypt opposite the skull.
7-8. In the same building. After reaching the end of the Orangsprint hallway,
you'll reach a room with coins.
9-11. Above the Lanky pads in his area of the dungeons.
12-14. Inside the greenhouse maze in the bottom-right corner.
~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~
1-2. On the small brown tree by the big thick tree.
3-5. Behind a gravestone near the entrance to the crypt.
6-7. In Tiny's room of the crypt with the moving hands.
8-10. In the gap in Candy's area you have to cross to reach a Bonus Barrel.
11-12. In the trash can near Lanky's greenhouse.
13-15. On the Tiny pad in the ballroom.
~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~
1-3. In Chunky's part of the big tree.
4-6. Drop off the edge of the castle ledge just where the grass under the big
tree ends. Try to hang onto the ledge so you don't die.
7-9. Behind a gravestone near the entrance to the crypt.
10-12. In one of the coffins in Chunky's part of the skull crypt.
13-15. Near Candy's shop.
16-18. Behind the two gates (use the Primate Punch) near Lanky's part of the
dungeons.
19-22. In the shed next to the greenhouse.
23-25. In front of the shields in the museum.
o------------------------------------------------------------------------------o
| 5f Mystery Mode MYSTERYM |
o------------------------------------------------------------------------------o
As you capture more and more Banana Fairies in film, you'll get prizes. To
access these secrets, select the Banana Fairy icon on the starting screen. Here
are the secrets:
~~~~~~~~~~~~~~~~~~~~~~
~~ 2 Banana Fairies ~~
~~~~~~~~~~~~~~~~~~~~~~
Bonus - DK Theatre
The DK Theatre allows you to see all of the major cut-scenes in the game. This
includes: the DK rap, the opening sequence, the intros you're treated to the
first time you enter a level, including Hideout Helm, when K. Rool presses the
button to activate the Flying Krock, when he takes off, the game over sequence,
and the ending.
~~~~~~~~~~~~~~~~~~~~~~
~~ 2 Banana Fairies ~~
~~~~~~~~~~~~~~~~~~~~~~
Bonus - DK Bonus
This allows you to play two special mini-games using Rambi and Enguarde not
playable in the normal adventure.
~~~~~~~~~~~~~~~~~~~~~~~
~~ 10 Banana Fairies ~~
~~~~~~~~~~~~~~~~~~~~~~~
Bonus - Boss Replay
This mode allows you to replay any boss you've already defeated. It does not
include K. Rool, who you can replay ingame by simply reentering the Flying
Krock.
~~~~~~~~~~~~~~~~~~~~~~~
~~ 15 Banana Fairies ~~
~~~~~~~~~~~~~~~~~~~~~~~
Bonus - Krusha in Multiplayer
This option (toggle it with the Z button) lets you use the Krusha character from
DKC in multiplayer. The Krusha has some extra weapons and abilites.
~~~~~~~~~~~~~~~~~~~~~~~
~~ 20 Banana Fairies ~~
~~~~~~~~~~~~~~~~~~~~~~~
Bonus - Cheats
You can toggle off infinite items for the different items with the Z button, or
you can just select the All option. This includes: Banana Bunch Coins, Orange
Grenades, Ammo, Musical Energy, Crystal Coconuts, and Banana Fairy Film.
o------------------------------------------------------------------------------o
| 5g Multiplayer Mode MULTIM |
o------------------------------------------------------------------------------o
To play multiplayer, select the Battle Arena Crown in the start menu. You first
have to select one of the two game types: Monkey Smash or Battle Arena. To
select a character, use the control stick left and right to toggle the
characters and up and down to toggle the color. Press start on your controller
to make your Kong appear, allowing you to toggle. Use the up C button to find a
new screen, where you can select game type. They are: whoever's alive after a
certain amount of time wins, whoever has the most coins after a certain amount
of time wins, whoever kills their opponent x times first wins, whoever's in the
lead after a certain amount of time wins, whoever captures the most items after
a certain amount of time wins.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monkey Smash
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here, you'll compete against an opponent in a large arena. You can use your
Orange Grenades and your weapon (though you must pick up oranges and ammo) as
well as normal attacks. When you lose all your melons, you lose a life and
reappear a spawn point.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Battle Arena
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You play on a Battle Arena Pad in this mode. Knock the other player off the edge
or make him lose all his melon slices to make him lose a life. Various items
will appear as you play. The blue banana freezes your opponent, the yellow one
gives you super speed, oranges automatically make you do a shockwave, the ammo
lets you use your shooter, and the Crystal Coconuts make you huge, allowing you
to squash your opponents. The "?" are mysteries and can be any of the above
items. However, they can also reverse your controls, slow you down, or make you
super tiny.
o------------------------------------------------------------------------------o
| 5h DK Bonus Mode DKBONUSM |
o------------------------------------------------------------------------------o
After rescuing six Banana Fairies, you'll be able to tap into this bonus. You
get to play as Enguarde in two bonus arenas.
~~~~~~~~~~~~~~~~~
~~ Rambi Arena ~~
~~~~~~~~~~~~~~~~~
In this arena, the object is to ram as many Gnawties as you can in 60 seconds.
Yellow Gnawties, which are rarer, are worth more points. If you hit two or more
Gnawties in quick succession, you'll get a combo bonus. The more Gnawties you
hit, the more bonus points you get.
~~~~~~~~~~~~~~~~~~~~
~~ Enguarde Arena ~~
~~~~~~~~~~~~~~~~~~~~
Here, the object is to "fly" through or swim through DK stars as many times as
you can in 60 seconds. Stars below the water get you 5 points while ones above
get you 20. There is one bonus star worth 25 points.
o------------------------------------------------------------------------------o
| 5i Secrets GSECRETS |
o------------------------------------------------------------------------------o
- The 201st Golden Banana! Return to the Banana Fairy Queen after photographing
all 20 Banana Fairies for the super secret Golden Banana. It has the Rareware
logo on it instead of the Nintendo one.
- Mystery Mode. After you start taking pictures of Banana Fairies, you can
access the rewards in the Banana Fairy icon on the start screen. Read the
Mystery Mode section for more information.
- After getting all the Golden Bananas, defeat K. Rool for a bonus ending in
which K. Lumsy gives the Kongs a ride on his back around DK Isle.
- After getting 101% (201 Golden Bananas, 40 Banana Medals, 20 Banana Fairies,
10 Battle Arena Crowns), defeat K. Rool for a bonus bonus ending in which
Cranky holds auditions for the Donkey Kong GameCube game (which turned out to
be Donkey Kong Jungle Beat).
- While on the start screen where Donkey is holding the barrel, don't do
anything and a bunch of crazy stuff will happen around him.
- Return to Snide's HQ after getting 40 Blueprints and press up C. This lets you
play the most common bonus games found in the adventure.
- Stand still and do nothing while playing in the adventure and your Kong will
do some weird things (usually playing around with Orange Grenades).
- Jump onto a Klump and your Kong will start bouncing up and down forever until
you move him off. The Klump grunts as he falls and bounces off the ground.
It's actually pretty amusing.
o------------------------------------------------------------------------------o
| 5j Legal Disclaimer LDCLAIMR |
o------------------------------------------------------------------------------o
This FAQ may not appear in any way, shape, or form on any site but gamefaqs.com
without express, written persmission from me, the author. Understand that this
document is protected by copyright, and to publically display it without
permission is a violation of copyright. However, IF I DO give you permission to
use this document on your site, you are welcome to do so. But please, DO NOT use
it UNTIL (read: UNTIL) I give you permission.
All trademarks and related indicia belong to their respective owners and holders
, NOT me!
Copyright 2007 Ethan Alwaise
o------------------------------------------------------------------------------o
| 5k Contact Information CONTACTI |
o------------------------------------------------------------------------------o
PLEASE read this before attempting to contact me.
The only way you can contact me is to email me at ealwaise@gmail.com. Please
include "Donkey Kong 64 FAQ" or something along those lines in the title so I'm
aware that it's not junk.
You are allowed to email me about... suggestions for the FAQ. If I messed up,
which I probably have done several times, feel free to correct it, and I'll fix
the mistake and credit you. However, do NOT send emails telling me to change
huge chunks of the FAQ. When I say suggestions, I mean small tips. You can also
praise my FAQ, or hate on my FAQ. I appreciate praise and ignore hate mail. The
last thing you can email me about is permission to use the FAQ. Sure, you may
use my FAQ IF AND ONLY IF I GIVE YOU PERMISSION!
You MAY NOT email me about... spam. Please! I do NOT need spam! It's the
absolute worst thing you can email me.
That's pretty much it.
o------------------------------------------------------------------------------o
| 5l Kredits KREDIT |
o------------------------------------------------------------------------------o
Jeffseven - His guide has a great strategy for the mechanical fish.
Super Slash - His guide helped me with the banana coin guide.
Coffee - His regular banana lists saved me a _lot_ of headaches.
GavLuvsGA - His FAQ was helpful when I made my enemy list.
http://lacrosse119.tripod.com/UltimateGaming/id11.html - The guide at that URL
helped me with the subtitles for Cranky's moves.
CJayC - For creating GameFAQs.
William Hicks - He gave me an incredibly valuable tip for Donkey's igloo Golden
Banana in Crystal Caves, which makes it so the maze doesn't move. Thanks!
wh5916@gmail.com
Hunter Loftin - He told me that the flies in the trash DO attack you. Silly
mistake by me. Thanks!
hunterloftin@yahoo.com
Donkey Kong Wiki & Super Mario Wiki - These sites provided with information
about the enemies.